Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

EditorSettings

繼承: Resource < RefCounted < Object

保存編輯器設定的物件,這些設定與專案無關。

說明

Object that holds the project-independent editor settings. These settings are generally visible in the Editor > Editor Settings menu.

Property names use slash delimiters to distinguish sections. Setting values can be of any Variant type. It's recommended to use snake_case for editor settings to be consistent with the Godot editor itself.

Editor settings are saved automatically when changed.

Accessing the settings can be done using the following methods, such as:

var settings = EditorInterface.get_editor_settings()
# `settings.set("some/property", 10)` also works as this class overrides `_set()` internally.
settings.set_setting("some/property", 10)
# `settings.get("some/property")` also works as this class overrides `_get()` internally.
settings.get_setting("some/property")
var list_of_settings = settings.get_property_list()

Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_editor_settings().

屬性

Dictionary

asset_store/available_urls

bool

asset_store/use_threads

bool

debugger/auto_switch_to_remote_scene_tree

bool

debugger/auto_switch_to_stack_trace

int

debugger/max_node_selection

bool

debugger/profile_native_calls

int

debugger/profiler_frame_history_size

int

debugger/profiler_frame_max_functions

int

debugger/profiler_target_fps

float

debugger/remote_inspect_refresh_interval

float

debugger/remote_scene_tree_refresh_interval

bool

docks/filesystem/always_show_folders

bool

docks/filesystem/ask_before_moving_files

bool

docks/filesystem/automatically_open_created_scripts

String

docks/filesystem/other_file_extensions

String

docks/filesystem/textfile_extensions

int

docks/filesystem/thumbnail_size

float

docks/property_editor/auto_refresh_interval

float

docks/property_editor/subresource_hue_tint

bool

docks/scene_tree/accessibility_warnings

bool

docks/scene_tree/ask_before_deleting_related_animation_tracks

bool

docks/scene_tree/ask_before_revoking_unique_name

bool

docks/scene_tree/auto_expand_to_selected

bool

docks/scene_tree/center_node_on_reparent

bool

docks/scene_tree/hide_filtered_out_parents

bool

docks/scene_tree/start_create_dialog_fully_expanded

float

editors/2d/auto_resample_delay

Color

editors/2d/bone_color1

Color

editors/2d/bone_color2

Color

editors/2d/bone_ik_color

Color

editors/2d/bone_outline_color

float

editors/2d/bone_outline_size

Color

editors/2d/bone_selected_color

float

editors/2d/bone_width

Color

editors/2d/grid_color

Color

editors/2d/guides_color

Color

editors/2d/locked_selection_rectangle_color

float

editors/2d/ruler_width

Color

editors/2d/selection_rectangle_color

Color

editors/2d/smart_snapping_line_color

bool

editors/2d/use_integer_zoom_by_default

Color

editors/2d/viewport_border_color

float

editors/2d/zoom_speed_factor

Color

editors/3d/active_selection_box_color

float

editors/3d/default_fov

float

editors/3d/default_z_far

float

editors/3d/default_z_near

int

editors/3d/freelook/freelook_activation_modifier

float

editors/3d/freelook/freelook_base_speed

float

editors/3d/freelook/freelook_inertia

bool

editors/3d/freelook/freelook_invert_y_axis

int

editors/3d/freelook/freelook_navigation_scheme

float

editors/3d/freelook/freelook_sensitivity

bool

editors/3d/freelook/freelook_speed_zoom_link

float

editors/3d/grid_division_level_bias

int

editors/3d/grid_division_level_max

int

editors/3d/grid_division_level_min

int

editors/3d/grid_size

bool

editors/3d/grid_xy_plane

bool

editors/3d/grid_xz_plane

bool

editors/3d/grid_yz_plane

float

editors/3d/manipulator_gizmo_opacity

int

editors/3d/manipulator_gizmo_size

bool

editors/3d/navigation/emulate_3_button_mouse

bool

editors/3d/navigation/emulate_numpad

bool

editors/3d/navigation/invert_x_axis

bool

editors/3d/navigation/invert_y_axis

int

editors/3d/navigation/navigation_scheme

int

editors/3d/navigation/orbit_mouse_button

int

editors/3d/navigation/pan_mouse_button

bool

editors/3d/navigation/show_viewport_navigation_gizmo

bool

editors/3d/navigation/show_viewport_rotation_gizmo

bool

editors/3d/navigation/warped_mouse_panning

int

editors/3d/navigation/zoom_mouse_button

int

editors/3d/navigation/zoom_style

float

editors/3d/navigation_feel/angle_snap_threshold

float

editors/3d/navigation_feel/orbit_inertia

float

editors/3d/navigation_feel/orbit_sensitivity

float

editors/3d/navigation_feel/translation_inertia

float

editors/3d/navigation_feel/translation_sensitivity

float

editors/3d/navigation_feel/zoom_inertia

Color

editors/3d/primary_grid_color

int

editors/3d/primary_grid_steps

Color

editors/3d/secondary_grid_color

Color

editors/3d/selection_box_color

int

editors/3d/show_gizmo_during_rotation

float

editors/3d/view_plane_rotation_gizmo_scale

Color

editors/3d_gizmos/gizmo_colors/aabb

Color

editors/3d_gizmos/gizmo_colors/camera

Color

editors/3d_gizmos/gizmo_colors/csg

Color

editors/3d_gizmos/gizmo_colors/decal

Color

editors/3d_gizmos/gizmo_colors/fog_volume

Color

editors/3d_gizmos/gizmo_colors/gridmap_grid

Color

editors/3d_gizmos/gizmo_colors/ik_chain

Color

editors/3d_gizmos/gizmo_colors/instantiated

Color

editors/3d_gizmos/gizmo_colors/joint

Color

editors/3d_gizmos/gizmo_colors/joint_body_a

Color

editors/3d_gizmos/gizmo_colors/joint_body_b

Color

editors/3d_gizmos/gizmo_colors/lightmap_lines

Color

editors/3d_gizmos/gizmo_colors/lightprobe_lines

Color

editors/3d_gizmos/gizmo_colors/occluder

Color

editors/3d_gizmos/gizmo_colors/particle_attractor

Color

editors/3d_gizmos/gizmo_colors/particle_collision

Color

editors/3d_gizmos/gizmo_colors/particles

Color

editors/3d_gizmos/gizmo_colors/path_tilt

Color

editors/3d_gizmos/gizmo_colors/reflection_probe

Color

editors/3d_gizmos/gizmo_colors/selected_bone

Color

editors/3d_gizmos/gizmo_colors/skeleton

Color

editors/3d_gizmos/gizmo_colors/spring_bone_collision

Color

editors/3d_gizmos/gizmo_colors/spring_bone_inside_collision

Color

editors/3d_gizmos/gizmo_colors/spring_bone_joint

Color

editors/3d_gizmos/gizmo_colors/stream_player_3d

Color

editors/3d_gizmos/gizmo_colors/visibility_notifier

Color

editors/3d_gizmos/gizmo_colors/voxel_gi

float

editors/3d_gizmos/gizmo_settings/bone_axis_length

int

editors/3d_gizmos/gizmo_settings/bone_shape

float

editors/3d_gizmos/gizmo_settings/lightmap_gi_probe_size

float

editors/3d_gizmos/gizmo_settings/path3d_tilt_disk_size

bool

editors/3d_gizmos/gizmo_settings/show_collision_shapes_only_when_selected

bool

editors/animation/autorename_animation_tracks

bool

editors/animation/confirm_insert_track

float

editors/animation/default_animation_step

bool

editors/animation/default_create_bezier_tracks

bool

editors/animation/default_create_reset_tracks

bool

editors/animation/default_fps_compatibility

int

editors/animation/default_fps_mode

bool

editors/animation/insert_at_current_time

Color

editors/animation/onion_layers_future_color

Color

editors/animation/onion_layers_past_color

Color

editors/audio_buses/active_max_db_color

Color

editors/audio_buses/active_min_db_color

Color

editors/audio_buses/active_normalized_db_color

Color

editors/audio_buses/inactive_max_db_color

Color

editors/audio_buses/inactive_min_db_color

Color

editors/audio_buses/inactive_normalized_db_color

Color

editors/audio_buses/tint_over_color

Color

editors/audio_buses/tint_under_color

Color

editors/bone_mapper/handle_colors/error

Color

editors/bone_mapper/handle_colors/missing

Color

editors/bone_mapper/handle_colors/set

Color

editors/bone_mapper/handle_colors/unset

float

editors/grid_map/pick_distance

int

editors/grid_map/preview_size

int

editors/panning/2d_editor_pan_speed

int

editors/panning/2d_editor_panning_scheme

int

editors/panning/animation_editors_panning_scheme

bool

editors/panning/simple_panning

int

editors/panning/sub_editors_panning_scheme

bool

editors/panning/warped_mouse_panning

int

editors/panning/zoom_style

float

editors/polygon_editor/auto_bake_delay

int

editors/polygon_editor/point_grab_radius

bool

editors/polygon_editor/show_previous_outline

bool

editors/shader_editor/behavior/files/restore_shaders_on_load

bool

editors/tiles_editor/display_grid

Color

editors/tiles_editor/grid_color

bool

editors/tiles_editor/highlight_selected_layer

Color

editors/visual_editors/category_colors/color_color

Color

editors/visual_editors/category_colors/conditional_color

Color

editors/visual_editors/category_colors/input_color

Color

editors/visual_editors/category_colors/output_color

Color

editors/visual_editors/category_colors/particle_color

Color

editors/visual_editors/category_colors/scalar_color

Color

editors/visual_editors/category_colors/special_color

Color

editors/visual_editors/category_colors/textures_color

Color

editors/visual_editors/category_colors/transform_color

Color

editors/visual_editors/category_colors/utility_color

Color

editors/visual_editors/category_colors/vector_color

String

editors/visual_editors/color_theme

Color

editors/visual_editors/connection_colors/boolean_color

Color

editors/visual_editors/connection_colors/sampler_color

Color

editors/visual_editors/connection_colors/scalar_color

Color

editors/visual_editors/connection_colors/transform_color

Color

editors/visual_editors/connection_colors/vector2_color

Color

editors/visual_editors/connection_colors/vector3_color

Color

editors/visual_editors/connection_colors/vector4_color

int

editors/visual_editors/grid_pattern

float

editors/visual_editors/lines_curvature

float

editors/visual_editors/minimap_opacity

int

editors/visual_editors/visual_shader/port_preview_size

String

export/ssh/scp

String

export/ssh/ssh

String

filesystem/directories/autoscan_project_path

String

filesystem/directories/default_project_path

String

filesystem/external_programs/3d_model_editor

String

filesystem/external_programs/audio_editor

String

filesystem/external_programs/raster_image_editor

String

filesystem/external_programs/terminal_emulator

String

filesystem/external_programs/terminal_emulator_flags

String

filesystem/external_programs/vector_image_editor

int

filesystem/file_dialog/display_mode

bool

filesystem/file_dialog/show_hidden_files

int

filesystem/file_dialog/thumbnail_size

String

filesystem/file_server/password

int

filesystem/file_server/port

String

filesystem/import/blender/blender_path

int

filesystem/import/blender/rpc_port

float

filesystem/import/blender/rpc_server_uptime

String

filesystem/import/fbx/fbx2gltf_path

bool

filesystem/on_save/compress_binary_resources

bool

filesystem/on_save/safe_save_on_backup_then_rename

bool

filesystem/on_save/warn_on_saving_large_text_resources

int

filesystem/quick_open_dialog/default_display_mode

bool

filesystem/quick_open_dialog/enable_fuzzy_matching

bool

filesystem/quick_open_dialog/include_addons

bool

filesystem/quick_open_dialog/instant_preview

int

filesystem/quick_open_dialog/max_fuzzy_misses

int

filesystem/quick_open_dialog/max_results

bool

filesystem/quick_open_dialog/show_search_highlight

String

filesystem/tools/oidn/oidn_denoise_path

bool

input/buffering/agile_event_flushing

bool

input/buffering/use_accumulated_input

int

interface/accessibility/accessibility_support

bool

interface/accessibility/property_descriptions

int

interface/editor/appearance/accept_dialog_cancel_ok_buttons

bool

interface/editor/appearance/collapse_main_menu

float

interface/editor/appearance/custom_display_scale

int

interface/editor/appearance/display_scale

int

interface/editor/appearance/editor_screen

bool

interface/editor/appearance/expand_to_title

int

interface/editor/appearance/project_manager_screen

bool

interface/editor/appearance/show_renderer_selector

int

interface/editor/appearance/show_update_spinner

bool

interface/editor/appearance/use_embedded_menu

bool

interface/editor/appearance/use_native_file_dialogs

bool

interface/editor/behavior/automatically_open_screenshots

bool

interface/editor/behavior/import_resources_when_unfocused

bool

interface/editor/behavior/save_each_scene_on_quit

bool

interface/editor/behavior/save_on_focus_loss

bool

interface/editor/behavior/separate_distraction_mode

int

interface/editor/behavior/show_internal_errors_in_toast_notifications

bool

interface/editor/display/keep_screen_on

bool

interface/editor/display/single_window_mode

bool

interface/editor/display/update_continuously

int

interface/editor/display/vsync_mode

int

interface/editor/docks/bottom_dock_tab_style

int

interface/editor/docks/dock_tab_style

String

interface/editor/fonts/code_font

int

interface/editor/fonts/code_font_contextual_ligatures

String

interface/editor/fonts/code_font_custom_opentype_features

String

interface/editor/fonts/code_font_custom_variations

int

interface/editor/fonts/code_font_size

bool

interface/editor/fonts/font_allow_msdf

int

interface/editor/fonts/font_antialiasing

bool

interface/editor/fonts/font_disable_embedded_bitmaps

int

interface/editor/fonts/font_hinting

int

interface/editor/fonts/font_subpixel_positioning

String

interface/editor/fonts/main_font

String

interface/editor/fonts/main_font_bold

String

interface/editor/fonts/main_font_custom_opentype_features

int

interface/editor/fonts/main_font_size

bool

interface/editor/input/mouse_extra_buttons_navigate_history

int

interface/editor/input/tablet_driver

String

interface/editor/localization/editor_language

bool

interface/editor/localization/localize_settings

int

interface/editor/localization/ui_layout_direction

float

interface/editor/timers/dragging_hover_wait_seconds

int

interface/editor/timers/low_processor_mode_sleep_usec

int

interface/editor/timers/unfocused_low_processor_mode_sleep_usec

bool

interface/editors/derive_script_globals_by_name

bool

interface/inspector/auto_unfold_foreign_scenes

bool

interface/inspector/color_picker_show_intensity

int

interface/inspector/default_color_picker_mode

int

interface/inspector/default_color_picker_shape

float

interface/inspector/default_float_step

int

interface/inspector/default_property_name_style

bool

interface/inspector/delimitate_all_container_and_resources

bool

interface/inspector/disable_folding

float

interface/inspector/float_drag_speed

bool

interface/inspector/horizontal_vector2_editing

bool

interface/inspector/horizontal_vector_types_editing

float

interface/inspector/integer_drag_speed

int

interface/inspector/max_array_dictionary_items_per_page

int

interface/inspector/nested_color_mode

bool

interface/inspector/open_resources_in_current_inspector

PackedStringArray

interface/inspector/resources_to_open_in_new_inspector

bool

interface/inspector/show_low_level_opentype_features

bool

interface/multi_window/enable

bool

interface/multi_window/maximize_window

bool

interface/multi_window/restore_windows_on_load

bool

interface/scene_tabs/auto_select_current_scene_file

int

interface/scene_tabs/display_close_button

int

interface/scene_tabs/maximum_width

bool

interface/scene_tabs/restore_scenes_on_load

bool

interface/scene_tabs/show_script_button

bool

interface/scene_tabs/show_thumbnail_on_hover

Color

interface/theme/accent_color

int

interface/theme/additional_spacing

Color

interface/theme/base_color

int

interface/theme/base_spacing

int

interface/theme/border_size

String

interface/theme/color_preset

float

interface/theme/contrast

int

interface/theme/corner_radius

String

interface/theme/custom_theme

bool

interface/theme/draw_extra_borders

int

interface/theme/draw_relationship_lines

bool

interface/theme/follow_system_theme

int

interface/theme/icon_and_font_color

float

interface/theme/icon_saturation

float

interface/theme/relationship_line_opacity

String

interface/theme/spacing_preset

String

interface/theme/style

bool

interface/theme/use_monospace_font_for_editor_symbols

bool

interface/theme/use_system_accent_color

bool

interface/touchscreen/enable_long_press_as_right_click

bool

interface/touchscreen/enable_pan_and_scale_gestures

bool

interface/touchscreen/enable_touch_optimizations

bool

interface/touchscreen/haptic_on_long_press

float

interface/touchscreen/scale_gizmo_handles

int

interface/touchscreen/touch_actions_panel

int

network/connection/check_for_updates

int

network/connection/network_mode

String

network/debug/remote_host

int

network/debug/remote_port

String

network/http_proxy/host

int

network/http_proxy/port

bool

network/language_server/enable_smart_resolve

int

network/language_server/poll_limit_usec

String

network/language_server/remote_host

int

network/language_server/remote_port

bool

network/language_server/show_native_symbols_in_editor

bool

network/language_server/use_thread

String

network/tls/editor_tls_certificates

bool

network/tls/enable_tls_v1.3

String

project_manager/default_renderer

int

project_manager/directory_naming_convention

int

project_manager/sorting_order

bool

run/auto_save/save_before_running

int

run/bottom_panel/action_on_play

int

run/bottom_panel/action_on_stop

bool

run/output/always_clear_output_on_play

int

run/output/font_size

int

run/output/max_lines

bool

run/platforms/linuxbsd/prefer_wayland

int

run/window_placement/android_window

int

run/window_placement/game_embed_mode

int

run/window_placement/rect

Vector2

run/window_placement/rect_custom_position

int

run/window_placement/screen

bool

text_editor/appearance/caret/caret_blink

float

text_editor/appearance/caret/caret_blink_interval

bool

text_editor/appearance/caret/highlight_all_occurrences

bool

text_editor/appearance/caret/highlight_current_line

int

text_editor/appearance/caret/type

bool

text_editor/appearance/drag_and_drop_info/show_drag_and_drop_info

bool

text_editor/appearance/enable_inline_color_picker

int

text_editor/appearance/guidelines/line_length_guideline_hard_column

int

text_editor/appearance/guidelines/line_length_guideline_soft_column

bool

text_editor/appearance/guidelines/show_line_length_guidelines

bool

text_editor/appearance/gutters/highlight_type_safe_lines

bool

text_editor/appearance/gutters/line_numbers_zero_padded

bool

text_editor/appearance/gutters/show_info_gutter

bool

text_editor/appearance/gutters/show_line_numbers

int

text_editor/appearance/lines/autowrap_mode

bool

text_editor/appearance/lines/code_folding

int

text_editor/appearance/lines/word_wrap

int

text_editor/appearance/minimap/minimap_width

bool

text_editor/appearance/minimap/show_minimap

bool

text_editor/appearance/whitespace/draw_spaces

bool

text_editor/appearance/whitespace/draw_tabs

int

text_editor/appearance/whitespace/line_spacing

bool

text_editor/behavior/documentation/enable_tooltips

bool

text_editor/behavior/files/auto_reload_and_parse_scripts_on_save

bool

text_editor/behavior/files/auto_reload_scripts_on_external_change

int

text_editor/behavior/files/autosave_interval_secs

bool

text_editor/behavior/files/convert_indent_on_save

bool

text_editor/behavior/files/drop_preload_resources_as_uid

bool

text_editor/behavior/files/open_dominant_script_on_scene_change

bool

text_editor/behavior/files/restore_scripts_on_load

bool

text_editor/behavior/files/trim_final_newlines_on_save

bool

text_editor/behavior/files/trim_trailing_whitespace_on_save

bool

text_editor/behavior/general/empty_selection_clipboard

bool

text_editor/behavior/indent/auto_indent

bool

text_editor/behavior/indent/indent_wrapped_lines

int

text_editor/behavior/indent/size

int

text_editor/behavior/indent/type

String

text_editor/behavior/navigation/custom_word_separators

bool

text_editor/behavior/navigation/drag_and_drop_selection

bool

text_editor/behavior/navigation/move_caret_on_right_click

bool

text_editor/behavior/navigation/open_script_when_connecting_signal_to_existing_method

bool

text_editor/behavior/navigation/scroll_past_end_of_file

bool

text_editor/behavior/navigation/smooth_scrolling

bool

text_editor/behavior/navigation/stay_in_script_editor_on_node_selected

bool

text_editor/behavior/navigation/use_custom_word_separators

bool

text_editor/behavior/navigation/use_default_word_separators

int

text_editor/behavior/navigation/v_scroll_speed

bool

text_editor/completion/add_node_path_literals

bool

text_editor/completion/add_string_name_literals

bool

text_editor/completion/add_type_hints

bool

text_editor/completion/auto_brace_complete

float

text_editor/completion/code_complete_delay

bool

text_editor/completion/code_complete_enabled

bool

text_editor/completion/colorize_suggestions

bool

text_editor/completion/complete_file_paths

float

text_editor/completion/idle_parse_delay

float

text_editor/completion/idle_parse_delay_with_errors_found

bool

text_editor/completion/put_callhint_tooltip_below_current_line

bool

text_editor/completion/use_single_quotes

String

text_editor/external/exec_flags

String

text_editor/external/exec_path

bool

text_editor/external/use_external_editor

int

text_editor/help/class_reference_examples

int

text_editor/help/help_font_size

int

text_editor/help/help_source_font_size

int

text_editor/help/help_title_font_size

bool

text_editor/help/show_help_index

bool

text_editor/help/sort_functions_alphabetically

bool

text_editor/script_list/group_help_pages

bool

text_editor/script_list/highlight_scene_scripts

int

text_editor/script_list/list_script_names_as

bool

text_editor/script_list/script_temperature_enabled

int

text_editor/script_list/script_temperature_history_size

bool

text_editor/script_list/show_members_overview

bool

text_editor/script_list/sort_members_outline_alphabetically

int

text_editor/script_list/sort_scripts_by

String

text_editor/theme/color_theme

Color

text_editor/theme/highlighting/background_color

Color

text_editor/theme/highlighting/base_type_color

Color

text_editor/theme/highlighting/bookmark_color

Color

text_editor/theme/highlighting/brace_mismatch_color

Color

text_editor/theme/highlighting/breakpoint_color

Color

text_editor/theme/highlighting/caret_background_color

Color

text_editor/theme/highlighting/caret_color

Color

text_editor/theme/highlighting/code_folding_color

Color

text_editor/theme/highlighting/comment_color

Color

text_editor/theme/highlighting/comment_markers/critical_color

String

text_editor/theme/highlighting/comment_markers/critical_list

Color

text_editor/theme/highlighting/comment_markers/notice_color

String

text_editor/theme/highlighting/comment_markers/notice_list

Color

text_editor/theme/highlighting/comment_markers/warning_color

String

text_editor/theme/highlighting/comment_markers/warning_list

Color

text_editor/theme/highlighting/completion_background_color

Color

text_editor/theme/highlighting/completion_existing_color

Color

text_editor/theme/highlighting/completion_font_color

Color

text_editor/theme/highlighting/completion_scroll_color

Color

text_editor/theme/highlighting/completion_scroll_hovered_color

Color

text_editor/theme/highlighting/completion_selected_color

Color

text_editor/theme/highlighting/control_flow_keyword_color

Color

text_editor/theme/highlighting/current_line_color

Color

text_editor/theme/highlighting/doc_comment_color

Color

text_editor/theme/highlighting/engine_type_color

Color

text_editor/theme/highlighting/executing_line_color

Color

text_editor/theme/highlighting/folded_code_region_color

Color

text_editor/theme/highlighting/function_color

Color

text_editor/theme/highlighting/gdscript/annotation_color

Color

text_editor/theme/highlighting/gdscript/function_definition_color

Color

text_editor/theme/highlighting/gdscript/global_function_color

Color

text_editor/theme/highlighting/gdscript/node_path_color

Color

text_editor/theme/highlighting/gdscript/node_reference_color

Color

text_editor/theme/highlighting/gdscript/string_name_color

Color

text_editor/theme/highlighting/keyword_color

Color

text_editor/theme/highlighting/line_length_guideline_color

Color

text_editor/theme/highlighting/line_number_color

Color

text_editor/theme/highlighting/mark_color

Color

text_editor/theme/highlighting/member_variable_color

Color

text_editor/theme/highlighting/number_color

Color

text_editor/theme/highlighting/safe_line_number_color

Color

text_editor/theme/highlighting/search_result_border_color

Color

text_editor/theme/highlighting/search_result_color

Color

text_editor/theme/highlighting/selection_color

Color

text_editor/theme/highlighting/string_color

Color

text_editor/theme/highlighting/string_placeholder_color

Color

text_editor/theme/highlighting/symbol_color

Color

text_editor/theme/highlighting/text_color

Color

text_editor/theme/highlighting/text_selected_color

Color

text_editor/theme/highlighting/user_type_color

Color

text_editor/theme/highlighting/warning_color

Color

text_editor/theme/highlighting/word_highlighted_color

String

version_control/ssh_private_key_path

String

version_control/ssh_public_key_path

String

version_control/username

方法

void

add_property_info(info: Dictionary)

void

add_shortcut(path: String, shortcut: Shortcut)

bool

check_changed_settings_in_group(setting_prefix: String) const

void

erase(property: String)

PackedStringArray

get_changed_settings() const

PackedStringArray

get_favorites() const

Variant

get_project_metadata(section: String, key: String, default: Variant = null) const

PackedStringArray

get_recent_dirs() const

Variant

get_setting(name: String) const

Shortcut

get_shortcut(path: String) const

PackedStringArray

get_shortcut_list()

bool

has_setting(name: String) const

bool

has_shortcut(path: String) const

bool

is_shortcut(path: String, event: InputEvent) const

void

mark_setting_changed(setting: String)

void

remove_shortcut(path: String)

void

set_builtin_action_override(name: String, actions_list: Array[InputEvent])

void

set_favorites(dirs: PackedStringArray)

void

set_initial_value(name: StringName, value: Variant, update_current: bool)

void

set_project_metadata(section: String, key: String, data: Variant)

void

set_recent_dirs(dirs: PackedStringArray)

void

set_setting(name: String, value: Variant)


訊號

settings_changed() 🔗

在編輯器設定改變後觸發。


常數

NOTIFICATION_EDITOR_SETTINGS_CHANGED = 10000 🔗

在編輯器設定改變後觸發。它被各種編輯器外掛程式使用,以在主題更改時更新視覺效果,或在配置更改時更新邏輯。


屬性說明

Dictionary asset_store/available_urls 🔗

A list of the available URLs that can be chosen in the Asset Store to fetch asset data. With the key being the name, and the value being the URL.


bool asset_store/use_threads 🔗

If true, the Asset Store uses multiple threads for its HTTP requests. This prevents the Asset Store from blocking the main thread for every loaded asset.


bool debugger/auto_switch_to_remote_scene_tree 🔗

If true, automatically switches to the Remote scene tree when running the project from the editor. If false, stays on the Local scene tree when running the project from the editor.

Warning: Enabling this setting can cause stuttering when running a project with a large amount of nodes (typically a few thousands of nodes or more), even if the editor window isn't focused. This is due to the remote scene tree being updated every second regardless of whether the editor is focused.


bool debugger/auto_switch_to_stack_trace 🔗

If true, automatically switches to the Stack Trace panel when the debugger hits a breakpoint or steps.


int debugger/max_node_selection 🔗

The limit of how many remote nodes can be selected at once.

Warning: Increasing this value is not recommended, as selecting too many can make the editing and inspection of remote properties unreliable.


bool debugger/profile_native_calls 🔗

If true, enables collection of profiling data from non-GDScript Godot functions, such as engine class methods. Enabling this slows execution while profiling further.


int debugger/profiler_frame_history_size 🔗

分析器的影格歷史的大小。如果專案以恒定的 60 FPS 算繪,則預設值(3600)允許查看最多 60 秒的分析。更高的值允許在圖表中查看更長時間的分析,尤其是當專案以高影格率運作時。


int debugger/profiler_frame_max_functions 🔗

性能分析器中,每影格能夠顯示的腳本函式的最大數量。如果給定的分析器影格中存在超過這個數量的腳本函式,則這些函式會被完全全部丟棄。

注意:這個設定僅在首次啟動性能分析器時讀取,進行分析時修改無效。


int debugger/profiler_target_fps 🔗

The target frame rate shown in the visual profiler graph, in frames per second.


float debugger/remote_inspect_refresh_interval 🔗

遠端屬性檢視器屬性的更新間隔(單位為秒)。值越低反應越快,但如果專案從編輯器運作並且“場景”面板中選中了遠程場景樹就可能導致卡頓。


float debugger/remote_scene_tree_refresh_interval 🔗

遠端場景樹的更新間隔(單位為秒)。值越低反應越快,但如果專案從編輯器運作並且“場景”面板中選中了遠程場景樹就可能導致卡頓。


bool docks/filesystem/always_show_folders 🔗

如果為 true,則在啟用拆分模式時,在檔案系統停靠面板的底部窗格中顯示資料夾。如果為 false,則只有檔將顯示在底部窗格中。可以通過按 res:// 資料夾路徑旁邊的圖示來切換拆分模式。

注意:當拆分模式被禁用(這是預設設定)時,該設定無效。


bool docks/filesystem/ask_before_moving_files 🔗

If true, displays a confirmation dialog when moving or duplicating items in the FileSystem dock. This dialog can also be bypassed by holding Shift.


bool docks/filesystem/automatically_open_created_scripts 🔗

If true, scripts created in FileSystem dock will be automatically edited.


String docks/filesystem/other_file_extensions 🔗

A comma separated list of unsupported file extensions to show in the FileSystem dock, e.g. "ico,icns".


String docks/filesystem/textfile_extensions 🔗

A comma separated list of file extensions to consider as editable text files in the FileSystem dock (by double-clicking on the files), e.g. "txt,md,cfg,ini,log,json,yml,yaml,toml,xml".


int docks/filesystem/thumbnail_size 🔗

“檔案系統”面板中使用的縮略圖大小(單位為圖元)。另見 filesystem/file_dialog/thumbnail_size


float docks/property_editor/auto_refresh_interval 🔗

屬性檢視器停靠面板中屬性的更新間隔。當在 2D/3D 編輯器中調整小工具並同時查看屬性檢視器時,該設定的效果特別明顯。值越低屬性檢視器更新越頻繁,也會佔用更多 CPU 時間。


float docks/property_editor/subresource_hue_tint 🔗

屬性檢視器停靠面板中子資源背景的著色強度。著色用於區分屬性檢視器中不同的子資源。值越高,背景顏色差異越明顯。


bool docks/scene_tree/accessibility_warnings 🔗

If true, accessibility related warnings are displayed alongside other configuration warnings.


If true, when a node is deleted with animation tracks referencing it, a confirmation dialog appears before the tracks are deleted. The dialog will appear even when using the "Delete (No Confirm)" shortcut.


bool docks/scene_tree/ask_before_revoking_unique_name 🔗

If true, displays a confirmation dialog after left-clicking the "percent" icon next to a node name in the Scene tree dock. When clicked, this icon revokes the node's scene-unique name, which can impact the behavior of scripts that rely on this scene-unique name due to identifiers not being found anymore.


bool docks/scene_tree/auto_expand_to_selected 🔗

如果為 true,則在選中節點時,場景樹停靠面板會自動展開該節點已折疊的父節點。


bool docks/scene_tree/center_node_on_reparent 🔗

If true, new node created when reparenting node(s) will be positioned at the average position of the selected node(s).


bool docks/scene_tree/hide_filtered_out_parents 🔗

If true, the scene tree dock will only show nodes that match the filter, without showing parents that don't. This settings can also be changed in the Scene dock's top menu.


bool docks/scene_tree/start_create_dialog_fully_expanded 🔗

如果為 true,則建立對話方塊(建立新節點/建立新資源)將以展開其所有部分開始。否則,部分將被折疊,直到使用者開始搜索(這將根據需要自動展開部分)。


float editors/2d/auto_resample_delay 🔗

Delay time for automatic resampling in the 2D editor (in seconds).


Color editors/2d/bone_color1 🔗

2D 骨架編輯器中,骨骼顏色漸變的“開始”點。


Color editors/2d/bone_color2 🔗

2D 骨架編輯器中,骨骼顏色漸變的“結束”點。


Color editors/2d/bone_ik_color 🔗

2D 骨架編輯器中,用於啟用了反向運動學的骨骼的顏色。


Color editors/2d/bone_outline_color 🔗

2D 骨架編輯器中,用於未選中骨骼的輪廓顏色。另見 editors/2d/bone_selected_color


float editors/2d/bone_outline_size 🔗

2D 骨架編輯器中輪廓的大小(單位為圖元)。另見 editors/2d/bone_width


Color editors/2d/bone_selected_color 🔗

2D 骨架編輯器中,用於已選中骨骼的顏色。另見 editors/2d/bone_outline_color


float editors/2d/bone_width 🔗

2D 骨架編輯器中的骨骼寬度(單位為圖元)。另見 editors/2d/bone_outline_size


Color editors/2d/grid_color 🔗

2D 編輯器使用的柵格顏色。


Color editors/2d/guides_color 🔗

2D 編輯器使用的輔助線顏色。可以通過從尺規上拖動滑鼠游標來建立輔助線。


Color editors/2d/locked_selection_rectangle_color 🔗

The color to use for the selection rectangle that surrounds selected locked nodes in the 2D editor viewport.


float editors/2d/ruler_width 🔗

The thickness of the coordinate ruler in the 2D editor. Increasing this will also increase the size of the ruler font, improving readability when using a lower editor scale. The editor may force a minimum size to keep the ruler numbers legible.


Color editors/2d/selection_rectangle_color 🔗

The color to use for the selection rectangle outlines that surrounds selected nodes in the 2D editor viewport.


Color editors/2d/smart_snapping_line_color 🔗

在 2D 編輯器中,繪製智慧吸附線時使用的顏色。如果在 2D 編輯器視口頂部的“吸附選項”功能表中啟用智慧吸附,則移動 2D 節點時智慧吸附線將自動顯示。


bool editors/2d/use_integer_zoom_by_default 🔗

If true, the 2D editor will snap to integer zoom values when not holding the Alt key. If false, this behavior is swapped.


Color editors/2d/viewport_border_color 🔗

2D 編輯器中視口邊框的顏色。該邊框表示在專案設定中定義的基本解析度下的視口大小。除非使用 Camera2D 節點,或者除非調整視窗大小並將拉伸模式設定為 disabled,否則放置在該邊界之外的物件將不可見。


float editors/2d/zoom_speed_factor 🔗

The factor to use when zooming in or out in the 2D editor. For example, 1.1 will zoom in by 10% with every step. If set to 2.0, zooming will only cycle through powers of two.


Color editors/3d/active_selection_box_color 🔗

The color to use for the active selection box that surrounds selected nodes in the 3D editor viewport.

Note: The term "active" indicates that this object is the primary selection used as the basis for certain operations. This is the last selected Node3D, which can be reordered with Shift + Left mouse button.


float editors/3d/default_fov 🔗

The default camera vertical field of view to use in the 3D editor (in degrees). The camera field of view can be adjusted on a per-scene basis using the View menu at the top of the 3D editor. If a scene had its camera field of view adjusted using the View menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor.

Note: The editor camera always uses the Keep Height aspect mode.


float editors/3d/default_z_far 🔗

The default camera far clip distance to use in the 3D editor (in degrees). Higher values make it possible to view objects placed further away from the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera far clip distance can be adjusted on a per-scene basis using the View menu at the top of the 3D editor. If a scene had its camera far clip distance adjusted using the View menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor.


float editors/3d/default_z_near 🔗

The default camera near clip distance to use in the 3D editor (in degrees). Lower values make it possible to view objects placed closer to the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera near clip distance can be adjusted on a per-scene basis using the View menu at the top of the 3D editor. If a scene had its camera near clip distance adjusted using the View menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor.


int editors/3d/freelook/freelook_activation_modifier 🔗

用於在 3D 編輯器中啟用自由觀看的修飾鍵(在按下滑鼠右鍵的同時)。

注意:無論該設定如何,自由觀看切換鍵盤快捷鍵(預設為 Shift + F)始終可用。

注意:在 Linux 的某些視窗管理器上,Alt 鍵在同時按一下滑鼠按鈕時會被視窗管理器攔截。這意味著 Godot 不會看到該修飾鍵被按下。


float editors/3d/freelook/freelook_base_speed 🔗

基本 3D 自由觀看速度(單位:3D 單位(unit)每秒)。這可以通過在自由觀看模式下使用滑鼠滾輪進行調整,或者按住“快速”或“慢速”修飾鍵(預設分別為 ShiftAlt )。


float editors/3d/freelook/freelook_inertia 🔗

3D 自由觀看相機的慣性。較高的值會使相機啟動和停止更慢,這看起來更流暢但會增加延遲。


bool editors/3d/freelook/freelook_invert_y_axis 🔗

If true, invert the vertical mouse axis when using freelook mode in the 3D editor.


int editors/3d/freelook/freelook_navigation_scheme 🔗

在 3D 編輯器中啟用自由觀看時使用的導覽方案。在 3D 編輯器中設計特定關卡時,下面的一些導覽方案可能會更方便。

  • 預設值:“自由觀看向前”、“自由觀看向後”、“自由觀看向上”和“自由觀看向下”鍵將相對於相機移動,運動時考慮相機的俯仰角。

  • 部分軸鎖定:“自由觀看向前”和“自由觀看向後”鍵將相對於相機移動,運動時考慮相機的俯仰角。“自由觀看向上”和“自由觀看向下”鍵將以“絕對的”方式移動,運動時考慮相機的俯仰角。

  • 完全軸鎖定:“自由觀看向前”、“自由觀看向後”、“自由觀看向上”和“自由觀看向下”鍵將以“絕對的”方式移動,運動時考慮相機的俯仰角。

另見 editors/3d/navigation/navigation_scheme


float editors/3d/freelook/freelook_sensitivity 🔗

在 3D 編輯器中啟用自由觀看模式時使用的滑鼠靈敏度。另見 editors/3d/navigation_feel/orbit_sensitivity


如果為 true,則自由觀看速度與 3D 編輯器中相機軌道模式中使用的縮放值相關聯。


float editors/3d/grid_division_level_bias 🔗

在 3D 編輯器中使用的柵格劃分偏差。負值會使小的柵格劃分出現得更早,而正值會使小的柵格劃分出現得更晚。


int editors/3d/grid_division_level_max 🔗

在 3D 編輯器中使用的最大柵格劃分。這個屬性與 editors/3d/primary_grid_steps 一同決定柵格劃分的大小。柵格不能大於 primary_grid_steps ^ grid_division_level_max 個單位。預設情況下 editors/3d/primary_grid_steps8,這意味著無論相機離柵格有多遠,每個柵格劃分都不能大於 64 個單位(因此主柵格線之間相距 512 個單位)。


int editors/3d/grid_division_level_min 🔗

在 3D 編輯器中使用的最小柵格劃分。這個屬性與 editors/3d/primary_grid_steps 一同決定柵格劃分的大小。柵格不能小於 primary_grid_steps ^ grid_division_level_min 個單位。預設情況下這意味著無論相機離柵格有多近,每個柵格劃分都不能小於 1 個單位。


int editors/3d/grid_size 🔗

柵格大小,單位:3D 單位(unit)。較高的值可防止柵格在某些角度出現“截斷”,但會使柵格對算繪的要求更高。根據相機的位置,柵格可能不會完全可見,因為著色器用於逐漸淡化它。


bool editors/3d/grid_xy_plane 🔗

If true, renders the grid on the XY plane in perspective view. This can be useful for 3D side-scrolling games.


bool editors/3d/grid_xz_plane 🔗

If true, renders the grid on the XZ plane in perspective view.


bool editors/3d/grid_yz_plane 🔗

If true, renders the grid on the YZ plane in perspective view. This can be useful for 3D side-scrolling games.


float editors/3d/manipulator_gizmo_opacity 🔗

Opacity of the default gizmo for moving, rotating, and scaling 3D nodes.


int editors/3d/manipulator_gizmo_size 🔗

Size of the default gizmo for moving, rotating, and scaling 3D nodes.


bool editors/3d/navigation/emulate_3_button_mouse 🔗

If true, enables 3-button mouse emulation mode. This is useful on laptops when using a trackpad.

When 3-button mouse emulation mode is enabled, the pan, zoom and orbit modifiers can always be used in the 3D editor viewport, even when not holding down any mouse button.


bool editors/3d/navigation/emulate_numpad 🔗

如果為 true,則允許使用頂行 0-9 鍵作為 3D 編輯器導覽的等效數位鍵盤鍵。應該在沒有可用數位小鍵盤的鍵盤上啟用。


bool editors/3d/navigation/invert_x_axis 🔗

如果為 true,則在 3D 編輯器中平移或視軌時,反轉滑鼠水平軸。該設置適用於自由觀看模式。


bool editors/3d/navigation/invert_y_axis 🔗

If true, invert the vertical mouse axis when panning or orbiting in the 3D editor.


int editors/3d/navigation/navigation_scheme 🔗

The navigation scheme preset to use in the 3D editor. Changing this setting will affect the mouse button and modifier keys used to navigate the 3D editor viewport.

All schemes can use Mouse wheel to zoom.

  • Godot: Middle mouse button to orbit. Shift + Middle mouse button to pan. Ctrl + Middle mouse button to zoom.

  • Maya: Alt + Left mouse button to orbit. Middle mouse button to pan, Shift + Middle mouse button to pan 10 times faster. Alt + Right mouse button to zoom.

  • Modo: Alt + Left mouse button to orbit. Alt + Shift + Left mouse button to pan. Ctrl + Alt + Left mouse button to zoom.

  • Tablet/Trackpad: Alt to orbit. Shift to pan. Ctrl to zoom. Enables 3-button mouse emulation mode.

See also editors/3d/navigation/orbit_mouse_button, editors/3d/navigation/pan_mouse_button, editors/3d/navigation/zoom_mouse_button, editors/3d/freelook/freelook_navigation_scheme, and editors/3d/navigation/emulate_3_button_mouse.

Note: On certain window managers on Linux, the Alt key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.


int editors/3d/navigation/orbit_mouse_button 🔗

The mouse button that needs to be held down to orbit in the 3D editor viewport.


int editors/3d/navigation/pan_mouse_button 🔗

The mouse button that needs to be held down to pan in the 3D editor viewport.


bool editors/3d/navigation/show_viewport_navigation_gizmo 🔗

If true, shows gizmos for moving and rotating the camera in the bottom corners of the 3D editor's viewport. Useful for devices that use touch screen.


bool editors/3d/navigation/show_viewport_rotation_gizmo 🔗

If true, shows a small orientation gizmo in the top-right corner of the 3D editor's viewports.


bool editors/3d/navigation/warped_mouse_panning 🔗

如果為 true,則會在 3D 編輯器中平移時,滑鼠超出 3D 視口範圍後將其傳送到對側。這樣在大型區域中平移就不必先退出平移然後調整滑鼠游標。


int editors/3d/navigation/zoom_mouse_button 🔗

The mouse button that needs to be held down to zoom in the 3D editor viewport.


int editors/3d/navigation/zoom_style 🔗

當通過移動滑鼠進行縮放時要使用的滑鼠游標移動方向。這不會影響使用滑鼠滾輪進行縮放。


float editors/3d/navigation_feel/angle_snap_threshold 🔗

The angle threshold for snapping camera rotation to 45-degree angles while orbiting with Alt held.


float editors/3d/navigation_feel/orbit_inertia 🔗

在 3D 編輯器中進行視軌時要使用的慣性。更高的值會使相機啟動和停止更慢,這看起來更流暢但會增加延遲。


float editors/3d/navigation_feel/orbit_sensitivity 🔗

在 3D 編輯器中進行視軌時要使用的滑鼠靈敏度。另請參閱 editors/3d/freelook/freelook_sensitivity


float editors/3d/navigation_feel/translation_inertia 🔗

在 3D 編輯器中進行平移時要使用的慣性。更高的值會使相機啟動和停止更慢,這看起來更流暢但會增加延遲。


float editors/3d/navigation_feel/translation_sensitivity 🔗

The mouse sensitivity to use when panning in the 3D editor.


float editors/3d/navigation_feel/zoom_inertia 🔗

在 3D 編輯器中進行縮放時要使用的慣性。更高的值會使相機啟動和停止更慢,這看起來更流暢但會增加延遲。


Color editors/3d/primary_grid_color 🔗

用於主要 3D 柵格的顏色。顏色的 Alpha 通道會影響柵格的不透明度。


int editors/3d/primary_grid_steps 🔗

如果被設定為大於 0 的值,則主柵格線應在其中被繪製。預設情況下,主柵格線被配置的比次要柵格線更顯眼。這有助於在 3D 編輯器中進行測量。另請參閱 editors/3d/primary_grid_coloreditors/3d/secondary_grid_color


Color editors/3d/secondary_grid_color 🔗

用於次要 3D 柵格的顏色。這通常是沒有 editors/3d/primary_grid_color 顯眼的顏色。顏色的 Alpha 通道影響柵格的不透明度。


Color editors/3d/selection_box_color 🔗

The color to use for the selection box that surrounds selected nodes in the 3D editor viewport.


int editors/3d/show_gizmo_during_rotation 🔗

If checked, the transform gizmo remains visible during rotation in that transform mode.


float editors/3d/view_plane_rotation_gizmo_scale 🔗

The scale of the outer circle of the rotation gizmo as view plane rotation in the 3D editor. If set to 2.0, the outer circle has twice the radius of the XYZ rotation gizmo sphere.


Color editors/3d_gizmos/gizmo_colors/aabb 🔗

The color to use for the AABB gizmo that displays the GeometryInstance3D's custom AABB.


Color editors/3d_gizmos/gizmo_colors/camera 🔗

The 3D editor gizmo color for Camera3Ds.


Color editors/3d_gizmos/gizmo_colors/csg 🔗

The 3D editor gizmo color for CSG nodes (such as CSGShape3D or CSGBox3D).


Color editors/3d_gizmos/gizmo_colors/decal 🔗

The 3D editor gizmo color for Decal nodes.


Color editors/3d_gizmos/gizmo_colors/fog_volume 🔗

The 3D editor gizmo color for FogVolume nodes.


Color editors/3d_gizmos/gizmo_colors/gridmap_grid 🔗

The 3D editor gizmo color for the GridMap grid.


Color editors/3d_gizmos/gizmo_colors/ik_chain 🔗

The 3D editor gizmo color for the IKModifier3D guides.


Color editors/3d_gizmos/gizmo_colors/instantiated 🔗

用於 3D 編輯器小工具的顏色覆蓋,適用於相關的 Node3D(從目前場景的角度看)屬於產生實體場景檔的情況。


Color editors/3d_gizmos/gizmo_colors/joint 🔗

用於 Joint3DPhysicalBone3D 的 3D 編輯器小工具顏色。


Color editors/3d_gizmos/gizmo_colors/joint_body_a 🔗

Color for representing Joint3D.node_a for some Joint3D types.


Color editors/3d_gizmos/gizmo_colors/joint_body_b 🔗

Color for representing Joint3D.node_b for some Joint3D types.


Color editors/3d_gizmos/gizmo_colors/lightmap_lines 🔗

Color of lines displayed in baked LightmapGI node's grid.


Color editors/3d_gizmos/gizmo_colors/lightprobe_lines 🔗

The 3D editor gizmo color used for LightmapProbe nodes.


Color editors/3d_gizmos/gizmo_colors/occluder 🔗

The 3D editor gizmo color used for OccluderInstance3D nodes.


Color editors/3d_gizmos/gizmo_colors/particle_attractor 🔗

The 3D editor gizmo color used for GPUParticlesAttractor3D nodes.


Color editors/3d_gizmos/gizmo_colors/particle_collision 🔗

The 3D editor gizmo color used for GPUParticlesCollision3D nodes.


Color editors/3d_gizmos/gizmo_colors/particles 🔗

The 3D editor gizmo color used for CPUParticles3D and GPUParticles3D nodes.


Color editors/3d_gizmos/gizmo_colors/path_tilt 🔗

The 3D editor gizmo color used for Path3D tilt circles, which indicate the direction the Curve3D is tilted towards.


Color editors/3d_gizmos/gizmo_colors/reflection_probe 🔗

The 3D editor gizmo color used for ReflectionProbe nodes.


Color editors/3d_gizmos/gizmo_colors/selected_bone 🔗

The 3D editor gizmo color used for the currently selected Skeleton3D bone.


Color editors/3d_gizmos/gizmo_colors/skeleton 🔗

The 3D editor gizmo color used for Skeleton3D nodes.


Color editors/3d_gizmos/gizmo_colors/spring_bone_collision 🔗

The 3D editor gizmo color used for SpringBoneCollision3D nodes.


Color editors/3d_gizmos/gizmo_colors/spring_bone_inside_collision 🔗

The 3D editor gizmo color used for SpringBoneCollision3D nodes with inside mode.


Color editors/3d_gizmos/gizmo_colors/spring_bone_joint 🔗

The 3D editor gizmo color used for SpringBoneSimulator3D nodes.


Color editors/3d_gizmos/gizmo_colors/stream_player_3d 🔗

The 3D editor gizmo color used for AudioStreamPlayer3D's emission angle.


Color editors/3d_gizmos/gizmo_colors/visibility_notifier 🔗

The 3D editor gizmo color used for VisibleOnScreenNotifier3D and VisibleOnScreenEnabler3D nodes.


Color editors/3d_gizmos/gizmo_colors/voxel_gi 🔗

The 3D editor gizmo color used for VoxelGI nodes.


float editors/3d_gizmos/gizmo_settings/bone_axis_length 🔗

The length of Skeleton3D bone gizmos in the 3D editor.


int editors/3d_gizmos/gizmo_settings/bone_shape 🔗

The shape of Skeleton3D bone gizmos in the 3D editor. Wire is a thin line, while Octahedron is a set of lines that represent a thicker hollow line pointing in a specific direction (similar to most 3D animation software).


float editors/3d_gizmos/gizmo_settings/lightmap_gi_probe_size 🔗

Size of probe gizmos displayed when editing LightmapGI and LightmapProbe nodes. Setting this to 0.0 will hide the probe spheres of LightmapGI and wireframes of LightmapProbe nodes, but will keep the wireframes linking probes from LightmapGI and billboard icons from LightmapProbe intact.


float editors/3d_gizmos/gizmo_settings/path3d_tilt_disk_size 🔗

Size of the disk gizmo displayed when editing Path3D's tilt handles.


bool editors/3d_gizmos/gizmo_settings/show_collision_shapes_only_when_selected 🔗

If true, collision shapes in the 3D editor are visible only when selected. If false, collision shapes are always visible.


bool editors/animation/autorename_animation_tracks 🔗

如果為 true,則在“場景”面板中重命名節點或重設節點的父節點時,會自動更新動畫軌道的目標路徑。


bool editors/animation/confirm_insert_track 🔗

If true, display a confirmation dialog when adding a new track to an animation by pressing the "key" icon next to a property. Holding Shift will bypass the dialog.

If false, the behavior is reversed, i.e. the dialog only appears when Shift is held.


float editors/animation/default_animation_step 🔗

Default step used when creating a new Animation in the Animation bottom panel. Only affects the first animation created in the AnimationPlayer. By default, other newly created animations will use the step from the previous ones.

This value is always expressed in seconds. If you want e.g. 10 FPS to be the default, you need to set the default step to 0.1.


bool editors/animation/default_create_bezier_tracks 🔗

如果為 true,則在按下屬性旁的“鑰匙”圖示向動畫中新增新軌道時,創建貝塞爾軌道而不是標準軌道。貝塞爾軌道可以更精細地控制動畫曲線,但調整的難度也會大一些。


bool editors/animation/default_create_reset_tracks 🔗

如果為 true,則會在新建動畫軌道時建立 RESET 軌道。這個軌道會用於將動畫恢復到“預設”狀態。


bool editors/animation/default_fps_compatibility 🔗

Controls whether AnimationPlayer will apply snapping to nearest integer FPS when snapping is in Seconds mode. The option is remembered locally for a scene and this option only determines the default value when scene doesn't have local state yet.


int editors/animation/default_fps_mode 🔗

Default step mode for AnimationPlayer (seconds or FPS). The option is remembered locally for a scene and this option only determines the default value when scene doesn't have local state yet.


bool editors/animation/insert_at_current_time 🔗

If true, animation keys and markers are inserted at the current time in the animation.

If false, they are inserted at the mouse cursor's position.


Color editors/animation/onion_layers_future_color 🔗

調變顏色,用於在動畫編輯器的洋蔥皮功能中顯示“未來”影格。


Color editors/animation/onion_layers_past_color 🔗

調變顏色,用於在動畫編輯器的洋蔥皮功能中顯示“過去”影格。


Color editors/audio_buses/active_max_db_color 🔗

The color at the top of the VU meter gradient when it is active.


Color editors/audio_buses/active_min_db_color 🔗

The color at the bottom of the VU meter gradient when it is active.


Color editors/audio_buses/active_normalized_db_color 🔗

The color at 0 dB of the VU meter gradient when it is active.


Color editors/audio_buses/inactive_max_db_color 🔗

The color at the top of the VU meter gradient when it is inactive.


Color editors/audio_buses/inactive_min_db_color 🔗

The color at the bottom of the VU meter gradient when it is inactive.


Color editors/audio_buses/inactive_normalized_db_color 🔗

The color at 0 dB of the VU meter gradient when it is inactive.


Color editors/audio_buses/tint_over_color 🔗

The multiplier color for the VU meter gradient when it is inactive.


Color editors/audio_buses/tint_under_color 🔗

The multiplier color for the VU meter gradient where audio is not reaching.


Color editors/bone_mapper/handle_colors/error 🔗

There is currently no description for this property. Please help us by contributing one!


Color editors/bone_mapper/handle_colors/missing 🔗

There is currently no description for this property. Please help us by contributing one!


Color editors/bone_mapper/handle_colors/set 🔗

There is currently no description for this property. Please help us by contributing one!


Color editors/bone_mapper/handle_colors/unset 🔗

There is currently no description for this property. Please help us by contributing one!


float editors/grid_map/pick_distance 🔗

可以在 GridMap 上放置圖塊的最大距離,相對於相機位置(使用 3D 單位)。


int editors/grid_map/preview_size 🔗

Texture size of mesh previews generated for GridMap's MeshLibrary.


int editors/panning/2d_editor_pan_speed 🔗

在 2D 編輯器中使用滑鼠滾輪或觸控式螢幕事件進行平移的速度。該設定不適用於通過按住滑鼠中鍵或滑鼠右鍵進行的平移。


int editors/panning/2d_editor_panning_scheme 🔗

控制在 2D 編輯器中滾動滑鼠滾輪是縮放還是平移。另請參閱 editors/panning/sub_editors_panning_schemeeditors/panning/animation_editors_panning_scheme


int editors/panning/animation_editors_panning_scheme 🔗

控制在動畫軌道編輯器和貝塞爾編輯器中滾動滑鼠滾輪是縮放還是平移。另請參閱 editors/panning/2d_editor_panning_schemeeditors/panning/sub_editors_panning_scheme(控制的是動畫混合樹編輯器中的平移行為)。


bool editors/panning/simple_panning 🔗

如果為 true,允許通過在 2D 編輯器視口中,按住 Space 進行平移(除了使用滑鼠中鍵或滑鼠右鍵進行平移)。如果為 false,則必須在按住 Space 的同時,按住滑鼠左鍵才能在 2D 編輯器視口中進行平移。


int editors/panning/sub_editors_panning_scheme 🔗

控制滑鼠滾輪滾動在子編輯器中是縮放還是平移。受影響的子編輯器列表有:動畫混合樹編輯器、Polygon2D 編輯器、圖塊集編輯器、紋理區域編輯器、和可視著色器編輯器。另請參閱 editors/panning/2d_editor_panning_schemeeditors/panning/animation_editors_panning_scheme


bool editors/panning/warped_mouse_panning 🔗

如果為 true,則會在 2D 編輯器中平移時,滑鼠超出 2D 視口範圍後將其傳送到對側。這樣在大型區域中平移就不必先退出平移然後調整滑鼠游標。


int editors/panning/zoom_style 🔗

The mouse cursor movement direction to use when drag-zooming in any editor (except 3D scene editor) by moving the mouse. This does not affect zooming with the mouse wheel.


float editors/polygon_editor/auto_bake_delay 🔗

The delay in seconds until more complex and performance costly polygon editors commit their outlines, e.g. the 2D navigation polygon editor rebakes the navigation mesh polygons. A negative value stops the auto bake.


int editors/polygon_editor/point_grab_radius 🔗

Polygon2DCollisionPolygon2D 編輯器中,點可以被選擇的半徑(以圖元為單位)。更高的值可以更輕鬆地快速地選擇點,但是當多個點彼此靠近時,可能會使選擇想要的點變得更加困難。


bool editors/polygon_editor/show_previous_outline 🔗

如果為 true,則在 2D 多邊形編輯器中,以不透明的灰色輪廓,顯示多邊形先前的形狀。拖動一個點直到釋放滑鼠左鍵前,會顯示該輪廓。


bool editors/shader_editor/behavior/files/restore_shaders_on_load 🔗

如果為 true,則會重新打開專案上一次關閉時著色器編輯器中打開的著色器檔案。


bool editors/tiles_editor/display_grid 🔗

如果為 true,則在 TileMap 編輯器處於活動狀態時顯示一個柵格。另請參閱 editors/tiles_editor/grid_color


Color editors/tiles_editor/grid_color 🔗

用於 TileMap 編輯器柵格的顏色。

注意:僅當 editors/tiles_editor/display_gridtrue 時有效。


bool editors/tiles_editor/highlight_selected_layer 🔗

Highlight the currently selected TileMapLayer by dimming the other ones in the scene.


Color editors/visual_editors/category_colors/color_color 🔗

The color of a graph node's header when it belongs to the "Color" category.


Color editors/visual_editors/category_colors/conditional_color 🔗

The color of a graph node's header when it belongs to the "Conditional" category.


Color editors/visual_editors/category_colors/input_color 🔗

The color of a graph node's header when it belongs to the "Input" category.


Color editors/visual_editors/category_colors/output_color 🔗

The color of a graph node's header when it belongs to the "Output" category.


Color editors/visual_editors/category_colors/particle_color 🔗

The color of a graph node's header when it belongs to the "Particle" category.


Color editors/visual_editors/category_colors/scalar_color 🔗

The color of a graph node's header when it belongs to the "Scalar" category.


Color editors/visual_editors/category_colors/special_color 🔗

The color of a graph node's header when it belongs to the "Special" category.


Color editors/visual_editors/category_colors/textures_color 🔗

The color of a graph node's header when it belongs to the "Textures" category.


Color editors/visual_editors/category_colors/transform_color 🔗

The color of a graph node's header when it belongs to the "Transform" category.


Color editors/visual_editors/category_colors/utility_color 🔗

The color of a graph node's header when it belongs to the "Utility" category.


Color editors/visual_editors/category_colors/vector_color 🔗

The color of a graph node's header when it belongs to the "Vector" category.


String editors/visual_editors/color_theme 🔗

The color theme to use in the visual shader editor.


Color editors/visual_editors/connection_colors/boolean_color 🔗

The color of a port/connection of boolean type.


Color editors/visual_editors/connection_colors/sampler_color 🔗

The color of a port/connection of sampler type.


Color editors/visual_editors/connection_colors/scalar_color 🔗

The color of a port/connection of scalar type (float, int, unsigned int).


Color editors/visual_editors/connection_colors/transform_color 🔗

The color of a port/connection of transform type.


Color editors/visual_editors/connection_colors/vector2_color 🔗

The color of a port/connection of Vector2 type.


Color editors/visual_editors/connection_colors/vector3_color 🔗

The color of a port/connection of Vector3 type.


Color editors/visual_editors/connection_colors/vector4_color 🔗

The color of a port/connection of Vector4 type.


int editors/visual_editors/grid_pattern 🔗

The pattern used for the background grid.


float editors/visual_editors/lines_curvature 🔗

用於可視著色器編輯器中連接線的曲率。更高的值會使連接線看起來更彎曲,值高於 0.5 會導致連接線中間出現更多“角度”轉折。


float editors/visual_editors/minimap_opacity 🔗

在可視著色器編輯器的右下角顯示的小地圖的不透明度。


int editors/visual_editors/visual_shader/port_preview_size 🔗

在可視著色器 uniform 中用於埠預覽的大小(通過點擊輸出旁邊的“眼睛”圖示進行切換)。該值以圖元為單位且以 100% 縮放時的值定義,並將隨縮放自動縮放。


String export/ssh/scp 🔗

Path to the SCP (secure copy) executable (used for remote deploy to desktop platforms). If left empty, the editor will attempt to run scp from PATH.

Note: SCP is not the same as SFTP. Specifying the SFTP executable here will not work.


String export/ssh/ssh 🔗

Path to the SSH executable (used for remote deploy to desktop platforms). If left empty, the editor will attempt to run ssh from PATH.


String filesystem/directories/autoscan_project_path 🔗

專案應該被(遞迴地)掃描的資料夾,其方式類似於專案經理的掃描按鈕。為方便起見,可以將其設定為與 filesystem/directories/default_project_path 相同的值。

注意:將該路徑設定為一個包含大量檔/資料夾的資料夾,會顯著減慢專案管理器的啟動速度。為了讓專案管理器快速啟動,建議將該值設定為一個盡可能“具體”的資料夾。


String filesystem/directories/default_project_path 🔗

點擊專案管理器的新建專案按鈕時,預設應在其中建立新專案的資料夾。為方便起見,可以將其設定為與 filesystem/directories/autoscan_project_path 相同的值。


String filesystem/external_programs/3d_model_editor 🔗

點擊檔案系統面板中的“在外部程式中打開”選項時,用於打開 3D 模型場景檔的程序。如果未指定,則該檔會使用系統預設的程式打開。


String filesystem/external_programs/audio_editor 🔗

點擊檔案系統面板中的“在外部程式中打開”選項時,用於打開音訊檔的程式。如果未指定,則該檔會使用系統預設的程式打開。


String filesystem/external_programs/raster_image_editor 🔗

點擊檔案系統面板中的“在外部程式中打開”選項時,用於打開點陣圖檔的程式。如果未指定,則該檔會使用系統預設的程式打開。


String filesystem/external_programs/terminal_emulator 🔗

The terminal emulator program to use when using Open in Terminal context menu action in the FileSystem dock. You can enter an absolute path to a program binary, or a path to a program that is present in the PATH environment variable.

If left empty, Godot will use the default terminal emulator for the system:

  • Windows: PowerShell

  • macOS: Terminal.app

  • Linux: The first terminal found on the system in this order: gnome-terminal, konsole, xfce4-terminal, lxterminal, kitty, alacritty, urxvt, xterm.

To use Command Prompt (cmd) instead of PowerShell on Windows, enter cmd in this field and the correct flags will automatically be used.

On macOS, make sure to point to the actual program binary located within the Programs/MacOS folder of the .app bundle, rather than the .app bundle directory.

If specifying a custom terminal emulator, you may need to override filesystem/external_programs/terminal_emulator_flags so it opens in the correct folder.


String filesystem/external_programs/terminal_emulator_flags 🔗

The command-line arguments to pass to the terminal emulator that is run when using Open in Terminal context menu action in the FileSystem dock. See also filesystem/external_programs/terminal_emulator.

If left empty, the default flags are {directory}, which is replaced by the absolute path to the directory that is being opened in the terminal.

Note: If the terminal emulator is set to PowerShell, cmd, or Konsole, Godot will automatically prepend arguments to this list, as these terminals require nonstandard arguments to open in the correct folder.


String filesystem/external_programs/vector_image_editor 🔗

點擊檔案系統面板中的“在外部程式中打開”選項時,用於打開向量圖檔的程式。如果未指定,則該檔會使用系統預設的程式打開。


int filesystem/file_dialog/display_mode 🔗

編輯器的檔對話方塊所使用的顯示模式。

  • Thumbnails(縮略圖)佔據更多空間,但可以顯示動態資源縮略圖,無需打開也能夠方便地預覽資源。

  • List(列表)更緊湊,但不顯示動態資源縮略圖,而是根據檔副檔名顯示靜態圖示。


bool filesystem/file_dialog/show_hidden_files 🔗

如果為 true,則在編輯器的檔對話方塊中顯示隱藏檔。名稱以 . 開頭的檔被視為隱藏檔(例如 .hidden_file)。


int filesystem/file_dialog/thumbnail_size 🔗

編輯器的檔對話方塊中使用的縮略圖大小(單位為圖元)。另請參閱 docks/filesystem/thumbnail_size


String filesystem/file_server/password 🔗

Password used for file server when exporting project with remote file system.


int filesystem/file_server/port 🔗

Port used for file server when exporting project with remote file system.


String filesystem/import/blender/blender_path 🔗

The path to the Blender executable used for converting the Blender 3D scene files .blend to glTF 2.0 format during import. Blender 3.0 or later is required.

To enable this feature for your specific project, use ProjectSettings.filesystem/import/blender/enabled.

If this setting is empty, Blender's default paths will be detected and used automatically if present in this order:

Windows:

- C:\Program Files\Blender Foundation\blender.exe
- C:\Program Files (x86)\Blender Foundation\blender.exe

macOS:

- /opt/homebrew/bin/blender
- /opt/local/bin/blender
- /usr/local/bin/blender
- /usr/local/opt/blender
- /Applications/Blender.app/Contents/MacOS/Blender

Linux/*BSD:

- /usr/bin/blender
- /usr/local/bin/blender
- /opt/blender/bin/blender

int filesystem/import/blender/rpc_port 🔗

用於與 Godot 建立的 Blender 執行檔程式進行遠端程式呼叫 (RPC) 通訊的連接埠號碼。

將其設為 0 可有效停用與 Godot 和攪拌機程序的通信,從而降低性能。


float filesystem/import/blender/rpc_server_uptime 🔗

Blender 流程的最大空閒正常運作時間(以秒為單位)。

這可以防止 Godot 在給定的秒內為每個匯入建立一個新程序。


String filesystem/import/fbx/fbx2gltf_path 🔗

The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene files .fbx to glTF 2.0 format during import.

To enable this feature for your specific project, use ProjectSettings.filesystem/import/fbx2gltf/enabled.


bool filesystem/on_save/compress_binary_resources 🔗

如果為 true,則對二進位資源使用無失真壓縮。


bool filesystem/on_save/safe_save_on_backup_then_rename 🔗

如果為 true,當保存檔時,編輯器會將舊檔重命名為不同的名稱,保存一個新檔,然後只有在新檔保存後,才刪除舊檔。如果編輯器或作業系統在保存時意外退出(例如,由於當機或斷電),這會降低資料丟失的可能性。

注意:在 Windows 上,該功能可能會與某些防毒程式產生負面的互動。在這種情況下,可能必須將其設定為 false,以防止出現檔案鎖定問題。


bool filesystem/on_save/warn_on_saving_large_text_resources 🔗

If true, displays a warning toast message when saving a text-based scene or resource that is larger than 500 KiB on disk. This is typically caused by binary subresources being embedded as text, which results in slow and inefficient conversion to text. This in turn impacts scene saving and loading times.

This should usually be resolved by moving the embedded binary subresource to its own binary resource file (.res extension instead of .tres). This is the preferred approach. Alternatively, the entire scene can be saved with the binary .scn format as opposed to .tscn, but this will make it less friendly to version control systems.


int filesystem/quick_open_dialog/default_display_mode 🔗

If set to Adaptive, the dialog opens in list view or grid view depending on the requested type. If set to Last Used, the display mode will always open the way you last used it.


bool filesystem/quick_open_dialog/enable_fuzzy_matching 🔗

If true, together with exact matches of a filename, the dialog includes approximate matches.

This is useful for finding the correct files even when there are typos in the search query; for example, searching "nprmal" will find "normal". Additionally, it allows you to write shorter search queries; for example, searching "nml" will also find "normal".

See also filesystem/quick_open_dialog/max_fuzzy_misses.


bool filesystem/quick_open_dialog/include_addons 🔗

If true, results will include files located in the addons folder.


bool filesystem/quick_open_dialog/instant_preview 🔗

If true, highlighting a resource will preview it quickly without confirming the selection or closing the dialog.


int filesystem/quick_open_dialog/max_fuzzy_misses 🔗

The number of missed query characters allowed in a match when fuzzy matching is enabled. For example, with the default value of 2, "normal" would match "narmal" and "norma" but not "nor".


int filesystem/quick_open_dialog/max_results 🔗

Maximum number of matches to show in dialog.


bool filesystem/quick_open_dialog/show_search_highlight 🔗

If true, results will be highlighted with their search matches.


String filesystem/tools/oidn/oidn_denoise_path 🔗

The path to the directory containing the Open Image Denoise (OIDN) executable, used optionally for denoising lightmaps. It can be downloaded from openimagedenoise.org.

To enable this feature for your specific project, use ProjectSettings.rendering/lightmapping/denoising/denoiser.


bool input/buffering/agile_event_flushing 🔗

If true, input events will be flushed just before every idle and physics frame.

If false, these events will be flushed only once per process frame, between iterations of the engine.

Enabling this setting can greatly improve input responsiveness, especially in devices that struggle to run at the project's intended frame rate.


bool input/buffering/use_accumulated_input 🔗

If true, similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.

Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage.

Note: Input accumulation is enabled by default.


int interface/accessibility/accessibility_support 🔗

Editor accessibility support mode:

  • Auto (0): Accessibility support is enabled, but updates to the accessibility information are processed only if an assistive app (such as a screen reader or a Braille display) is active (default).

  • Always Active (1): Accessibility support is enabled, and updates to the accessibility information are always processed, regardless of the status of assistive apps.

  • Disabled (2): Accessibility support is fully disabled.

Note: Accessibility debugging tools, such as Accessibility Insights for Windows, Accessibility Inspector (macOS), or AT-SPI Browser (Linux/BSD), do not count as assistive apps. To test the editor with these tools, use Always Active.


bool interface/accessibility/property_descriptions 🔗

If true, editor inspector uses property documentation as an accessible description of the property.


int interface/editor/appearance/accept_dialog_cancel_ok_buttons 🔗

How to position the Cancel and OK buttons in the editor's AcceptDialog windows. Different platforms have different conventions for this, which can be overridden through this setting to avoid accidental clicks when using Godot on multiple platforms.

  • Auto follows the platform convention: OK first on Windows, KDE, and LXQt; Cancel first on macOS and other Linux desktop environments.

  • Cancel First forces the Cancel/OK ordering.

  • OK First forces the OK/Cancel ordering.

To check if these buttons are swapped at runtime, use DisplayServer.get_swap_cancel_ok().


bool interface/editor/appearance/collapse_main_menu 🔗

If true, the main menu collapses into a MenuButton.

Note: This setting is only applicable on macOS when interface/editor/appearance/use_embedded_menu is true.

Note: Defaults to true on the Android editor.


float interface/editor/appearance/custom_display_scale 🔗

The custom editor scale factor to use. This can be used for displays with very high DPI where a scale factor of 200% is not sufficient.

Note: Only effective if interface/editor/appearance/display_scale is set to Custom.


int interface/editor/appearance/display_scale 🔗

The display scale factor to use for the editor interface. Higher values are more suited to hiDPI/Retina displays.

If set to Auto, the editor scale is automatically determined based on the screen resolution and reported display DPI. This heuristic is not always ideal, which means you can get better results by setting the editor scale manually.

If set to Custom, the scaling value in interface/editor/appearance/custom_display_scale will be used.


int interface/editor/appearance/editor_screen 🔗

The preferred monitor to display the editor. If Auto, the editor will remember the last screen it was displayed on across multiple sessions.


bool interface/editor/appearance/expand_to_title 🔗

將主編輯視窗內容擴充到標題區域,需要 DisplayServer 支援。見 DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE

專用於 macOS 平臺。


int interface/editor/appearance/project_manager_screen 🔗

顯示專案管理器的首選顯示器。


bool interface/editor/appearance/show_renderer_selector 🔗

If true, a renderer selector that can be used to change the ProjectSettings.rendering/renderer/rendering_method project setting will be shown in the top right of the main editor window.


int interface/editor/appearance/show_update_spinner 🔗

If enabled, displays an icon in the top-right corner of the editor that spins when the editor redraws a frame. This can be used to diagnose situations where the engine is constantly redrawing, which should be avoided as this increases CPU and GPU utilization for no good reason. To further troubleshoot these situations, start the editor with the --debug-canvas-item-redraw command line argument.

Consider enabling this if you are developing editor plugins to ensure they only make the editor redraw when required.

The default Auto value will only enable this if the editor was compiled with the dev_build=yes SCons option (the default is dev_build=no).

Note: If interface/editor/display/update_continuously is true, the spinner icon displays in red.

Note: If the editor was started with the --debug-canvas-item-redraw command line argument, the update spinner will never display regardless of this setting's value. This is to avoid confusion with what would cause redrawing in real world scenarios.


bool interface/editor/appearance/use_embedded_menu 🔗

如果為 true,則編輯器的主功能表使用嵌入式 MenuBar,不使用系統全局選單。

專用於 macOS 平臺。


bool interface/editor/appearance/use_native_file_dialogs 🔗

If true, editor UI uses OS native file/directory selection dialogs.


bool interface/editor/behavior/automatically_open_screenshots 🔗

如果為 true,則在使用編輯器 > 截圖動作截取螢幕截圖後,使用與 .png 檔關聯的預設程式自動打開該螢幕截圖。


bool interface/editor/behavior/import_resources_when_unfocused 🔗

If true, (re)imports resources even if the editor window is unfocused or minimized. If false, resources are only (re)imported when the editor window is focused. This can be set to true to speed up iteration by starting the import process earlier when saving files in the project folder. This also allows getting visual feedback on changes without having to click the editor window, which is useful with multi-monitor setups. The downside of setting this to true is that it increases idle CPU usage and may steal CPU time from other applications when importing resources.


bool interface/editor/behavior/save_each_scene_on_quit 🔗

如果為 false,則當正退出編輯器或正退出到專案列表時,確認保存動作後,編輯器將保存所有場景。如果為 true,則編輯器將要求單獨保存每個場景。


bool interface/editor/behavior/save_on_focus_loss 🔗

If true, scenes and scripts are saved when the editor loses focus. Depending on the work flow, this behavior can be less intrusive than text_editor/behavior/files/autosave_interval_secs or remembering to save manually.


bool interface/editor/behavior/separate_distraction_mode 🔗

If true, the editor's Script tab will have a separate distraction mode setting from the 2D/3D/Game/AssetLib tabs. If false, the distraction-free mode toggle is shared between all tabs.


int interface/editor/behavior/show_internal_errors_in_toast_notifications 🔗

If enabled, displays internal engine errors in toast notifications (toggleable by clicking the "bell" icon at the bottom of the editor). No matter the value of this setting, non-internal engine errors will always be visible in toast notifications.

The default Auto value will only enable this if the editor was compiled with the dev_build=yes SCons option (the default is dev_build=no).


bool interface/editor/display/keep_screen_on 🔗

如果為 true,則保持螢幕打開(即使在不活動的情況下),因此螢幕保護程式不會接管。適用於桌面和移動平臺。


bool interface/editor/display/single_window_mode 🔗

If true, embed modal windows such as docks inside the main editor window. When single-window mode is enabled, tooltips will also be embedded inside the main editor window, which means they can't be displayed outside of the editor window. Single-window mode can be faster as it does not need to create a separate window for every popup and tooltip, which can be a slow operation depending on the operating system and rendering method in use.

This is equivalent to ProjectSettings.display/window/subwindows/embed_subwindows in the running project, except the setting's value is inverted.

Note: To query whether the editor can use multiple windows in an editor plugin, use EditorInterface.is_multi_window_enabled() instead of querying the value of this editor setting.

Note: If true, game embedding is disabled.


bool interface/editor/display/update_continuously 🔗

If true, redraws the editor every frame even if nothing has changed on screen. When this setting is enabled, the update spinner displays in red (see interface/editor/appearance/show_update_spinner).

Warning: This greatly increases CPU and GPU utilization, leading to increased power usage. This should only be enabled for troubleshooting purposes.


int interface/editor/display/vsync_mode 🔗

Sets the V-Sync mode for the editor. Does not affect the project when run from the editor (this is controlled by ProjectSettings.display/window/vsync/vsync_mode).

Depending on the platform and used renderer, the engine will fall back to Enabled if the desired mode is not supported.

Note: V-Sync modes other than Enabled are only supported in the Forward+ and Mobile rendering methods, not Compatibility.


int interface/editor/docks/bottom_dock_tab_style 🔗

Tab style of editor docks located at the bottom.


int interface/editor/docks/dock_tab_style 🔗

Tab style of editor docks, except bottom docks.


String interface/editor/fonts/code_font 🔗

腳本編輯器所使用的字形。必須是 Font 型別的資源,例如 .ttf.otf 字形檔。


int interface/editor/fonts/code_font_contextual_ligatures 🔗

為目前配置的程式碼字形啟用的字形連字。並非所有字形都包含對連字的支援。

注意:編輯器預設的程式碼字形(JetBrains Mono)在其字形檔中具有本文連字。


String interface/editor/fonts/code_font_custom_opentype_features 🔗

要使用的自訂 OpenType 功能列表,需要目前配置的程式碼字形支援。並非所有字形都支援自訂 OpenType 功能。該字串應遵循 OpenType 規範。

注意:編輯器預設的程式碼字形(JetBrains Mono)在其字形檔中具有自訂 OpenType 功能,但是目前還沒有文件記錄的列表。


String interface/editor/fonts/code_font_custom_variations 🔗

要使用的備選字元列表,需要目前配置的程式碼字形支援。並非所有字形都支援自訂變體。該字串應遵循 OpenType 規範。

注意:編輯器預設的程式碼字形(JetBrains Mono)在其字形檔中有備選字元,但是有還沒有文件記錄的列表。


int interface/editor/fonts/code_font_size 🔗

腳本編輯器中的字形大小。該設定不會影響“輸出”面板的字形大小(請參閱 run/output/font_size)。


bool interface/editor/fonts/font_allow_msdf 🔗

If set to true, MSDF font rendering will be used for the visual shader graph editor. You may need to set this to false when using a custom main font, as some fonts will look broken due to the use of self-intersecting outlines in their font data. Downloading the font from the font maker's official website as opposed to a service like Google Fonts can help resolve this issue.


int interface/editor/fonts/font_antialiasing 🔗

FreeType 的字形抗鋸齒模式,用於算繪編輯器字形。大多數字形在禁用抗鋸齒的情況下並不好看,所以建議保持啟用,除非你使用的是圖元風字形。


bool interface/editor/fonts/font_disable_embedded_bitmaps 🔗

If set to true, embedded font bitmap loading is disabled (bitmap-only and color fonts ignore this property).


int interface/editor/fonts/font_hinting 🔗

用於編輯器字形的字形提示模式。FreeType 支援以下字形提示模式:

  • 無(None):光柵化字形時不使用字形提示。這會產生一個流暢的字形,但看起來可能會模糊。

  • Light:僅在 X 軸上使用提示。這是字形清晰度和平滑度之間的折衷。

  • Normal:在 X 和 Y 軸上使用提示。這會產生清晰的字形,但看起來不是很流暢。

如果被設定為 Auto,字形提示模式將被設定為配對目前使用的作業系統。這意味著 Light 提示模式將在 Windows 和 Linux 上使用,而 None 提示模式將在 macOS 上使用。


int interface/editor/fonts/font_subpixel_positioning 🔗

算繪編輯器字形字形時要使用的子圖元定位模式。這對主字形和程式碼字形都有影響。禁用 ,算繪速度最快,使用的記憶體最少。自動 ,只對小尺寸的字形使用子圖元定位(這裡的好處是最明顯的)。二分之一圖元四分之一圖元對所有編輯器字形強制使用相同的子圖元定位模式,無論其大小如何(其中四分之一像素是最高品質的選項)。


String interface/editor/fonts/main_font 🔗

The font to use for the editor interface. Must be a resource of a Font type such as a .ttf or .otf font file.

Note: If the provided font is variable, a weight of 400 (normal) will be used.


String interface/editor/fonts/main_font_bold 🔗

The font to use for bold text in the editor interface. Must be a resource of a Font type such as a .ttf or .otf font file.

Note: If the provided font is variable, a weight of 700 (bold) will be used.


String interface/editor/fonts/main_font_custom_opentype_features 🔗

List of custom OpenType features to use, if supported by the currently configured main font. Check what OpenType features are supported by your font first.

The string should follow the OpenType specification, e.g. ss01,tnum,calt=false. Microsoft's documentation contains a list of all registered features.

Note: The default editor main font (Inter) has custom OpenType features in its font file, with ss04 and tnum enabled and calt disabled by default. Supported features can be found at its website.


int interface/editor/fonts/main_font_size 🔗

編輯器介面中字形的大小。


bool interface/editor/input/mouse_extra_buttons_navigate_history 🔗

如果為 true,滑鼠的額外側鍵將可用於在腳本編輯器的檔歷史記錄中導覽。如果正將側鍵用於其他目的(例如 VoIP 程式中的一鍵通按鈕),請將該項設定為 false


int interface/editor/input/tablet_driver 🔗

Overrides the tablet driver used by the editor.


String interface/editor/localization/editor_language 🔗

The language to use for the editor interface. If set to Auto, the language is automatically determined based on the system locale. See also EditorInterface.get_editor_language().

Translations are provided by the community. If you spot a mistake, contribute to editor translations on Weblate!


bool interface/editor/localization/localize_settings 🔗

If true, setting names in the editor are localized when possible.

Note: This setting affects most EditorInspectors in the editor UI, primarily Project Settings and Editor Settings. To control names displayed in the Inspector dock, use interface/inspector/default_property_name_style instead.


int interface/editor/localization/ui_layout_direction 🔗

Editor UI default layout direction.


float interface/editor/timers/dragging_hover_wait_seconds 🔗

During a drag-and-drop, this is how long to wait over a UI element before it triggers a reaction (e.g. a section unfolds to show nested items).


int interface/editor/timers/low_processor_mode_sleep_usec 🔗

The amount of sleeping between frames in the editor (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops. However, higher values will result in a less responsive editor. The default value is set to allow for maximum smoothness on monitors up to 144 Hz. See also interface/editor/timers/unfocused_low_processor_mode_sleep_usec.

Note: This setting is ignored if interface/editor/display/update_continuously is true, as enabling that setting disables low-processor mode.


int interface/editor/timers/unfocused_low_processor_mode_sleep_usec 🔗

When the editor window is unfocused, the amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops (in addition to improving the running project's performance if the editor has to redraw continuously). However, higher values will result in a less responsive editor. The default value is set to limit the editor to 10 FPS when the editor window is unfocused. See also interface/editor/timers/low_processor_mode_sleep_usec.

Note: This setting is ignored if interface/editor/display/update_continuously is true, as enabling that setting disables low-processor mode.


bool interface/editors/derive_script_globals_by_name 🔗

If true, when extending a script, the global class name of the script is inserted in the script creation dialog, if it exists. If false, the script's file path is always inserted.


bool interface/inspector/auto_unfold_foreign_scenes 🔗

If true, automatically unfolds Inspector property groups containing modified values when opening a scene for the first time. Only affects scenes without saved folding preferences and only unfolds groups with properties that have been changed from their default values.

Note: This setting only works in specific scenarios: when opening a scene brought in from another project, or when opening a new scene that already has modified properties (e.g., from version control). Duplicated scenes are not considered foreign, so this setting will not affect them.


bool interface/inspector/color_picker_show_intensity 🔗

If true, show the intensity slider in the ColorPickers opened in the editor.


int interface/inspector/default_color_picker_mode 🔗

The default color picker mode to use when opening ColorPickers in the editor. This mode can be temporarily adjusted on the color picker itself.


int interface/inspector/default_color_picker_shape 🔗

The default color picker shape to use when opening ColorPickers in the editor. This shape can be temporarily adjusted on the color picker itself.


float interface/inspector/default_float_step 🔗

The floating-point precision to use for properties that don't define an explicit precision step. Lower values allow entering more precise values.


int interface/inspector/default_property_name_style 🔗

The default property name style to display in the Inspector dock. This style can be temporarily adjusted in the Inspector dock's menu.

  • Raw: Displays properties in snake_case.

  • Capitalized: Displays properties capitalized.

  • Localized: Displays the localized string for the current editor language if a translation is available for the given property. If no translation is available, falls back to Capitalized.

Note: To display translated setting names in Project Settings and Editor Settings, use interface/editor/localization/localize_settings instead.


bool interface/inspector/delimitate_all_container_and_resources 🔗

If true, add a margin around Array, Dictionary, and Resource Editors that are not already colored.

Note: If interface/inspector/nested_color_mode is set to Containers & Resources this parameter will have no effect since those editors will already be colored.


bool interface/inspector/disable_folding 🔗

If true, forces all property groups to be expanded in the Inspector dock and prevents collapsing them.


float interface/inspector/float_drag_speed 🔗

在屬性檢視器中通過拖動來調整浮點數大小時的基礎變化速度。


bool interface/inspector/horizontal_vector2_editing 🔗

If true, Vector2 and Vector2i properties are shown on a single line in the inspector instead of two lines. This is overall more compact, but it can be harder to view and edit large values without expanding the inspector horizontally.


bool interface/inspector/horizontal_vector_types_editing 🔗

If true, Vector3, Vector3i, Vector4, Vector4i, Rect2, Rect2i, Plane, and Quaternion properties are shown on a single line in the inspector instead of multiple lines. This is overall more compact, but it can be harder to view and edit large values without expanding the inspector horizontally.


float interface/inspector/integer_drag_speed 🔗

Base speed for increasing/decreasing integer values by dragging them in the inspector.


int interface/inspector/max_array_dictionary_items_per_page 🔗

在屬性檢視器中,為 ArrayDictionary 的每一“頁”顯示多少專案。值越高,每一頁可以查看的值就越多,但也會花越多的時間進行載入。在編輯器中選中具有很多陣列或字典屬性的節點時,這些多出來的載入時間就會很顯著。


int interface/inspector/nested_color_mode 🔗

Control which property editors are colored when they are opened.

  • Containers & Resources: Color all Array, Dictionary, and Resource Editors.

  • Resources: Color all Resource Editors.

  • External Resources: Color Resource Editors that edits an external resource.


bool interface/inspector/open_resources_in_current_inspector 🔗

If true, subresources can be edited in the current inspector view. If the resource type is defined in interface/inspector/resources_to_open_in_new_inspector or if this setting is false, attempting to edit a subresource always opens a new inspector view.


PackedStringArray interface/inspector/resources_to_open_in_new_inspector 🔗

List of resources that should always be opened in a new inspector view, even if interface/inspector/open_resources_in_current_inspector is true.

Note: The returned array is copied and any changes to it will not update the original property value. See PackedStringArray for more details.


bool interface/inspector/show_low_level_opentype_features 🔗

如果為 true,則在 Font 編輯器中,顯示被字形檔標記為 hidden 的 OpenType 功能。


bool interface/multi_window/enable 🔗

If true, multiple window support in editor is enabled. The following panels can become dedicated windows (i.e. made floating): Docks, Script editor, Shader editor, and Game Workspace.

Note: When interface/editor/display/single_window_mode is true, the multi window support is always disabled.

Note: To query whether the editor can use multiple windows in an editor plugin, use EditorInterface.is_multi_window_enabled() instead of querying the value of this editor setting.


bool interface/multi_window/maximize_window 🔗

如果為 true,則將面板設為浮動時會將其最大化。

如果為 false,則將面板設為浮動時,位置和大小會和編輯器視窗中的狀態一致(不含視窗邊框)。


bool interface/multi_window/restore_windows_on_load 🔗

如果為 true,則編輯器在退出時會保存浮動面板的位置、大小、螢幕。下次啟動時,會盡可能讓浮動面板在保存的位置、大小、螢幕處保持浮動。


bool interface/scene_tabs/auto_select_current_scene_file 🔗

If true, the FileSystem dock will automatically navigate to the currently selected scene tab.


int interface/scene_tabs/display_close_button 🔗

控制關閉(X)按鈕何時顯示在編輯器頂部的場景分頁上。


int interface/scene_tabs/maximum_width 🔗

頂部編輯器中每個場景分頁的最大寬度(以圖元為單位)。


bool interface/scene_tabs/restore_scenes_on_load 🔗

If true, when a project is loaded, restores scenes that were opened on the last editor session.

Note: With many opened scenes, the editor may take longer to become usable. If starting the editor quickly is necessary, consider setting this to false.


bool interface/scene_tabs/show_script_button 🔗

如果為 true,則在每個場景分頁旁邊顯示一個按鈕,點擊該按鈕會打開場景的“主導”腳本。“主導”腳本是場景層次結構中位於最高級別的腳本。


bool interface/scene_tabs/show_thumbnail_on_hover 🔗

如果為 true,當滑鼠懸停在場景分頁上時,會顯示自動生成的縮略圖。場景縮略圖在保存場景時生成。


Color interface/theme/accent_color 🔗

用於編輯器中“高亮顯示”的使用者介面元素(按下和懸停的專案)的顏色。


int interface/theme/additional_spacing 🔗

The extra spacing to add to various GUI elements in the editor (in pixels). Increasing this value is useful to improve usability on touch screens, at the cost of reducing the amount of usable screen real estate.

See also interface/theme/spacing_preset.


Color interface/theme/base_color 🔗

用於編輯器中使用者介面元素的基色。次要顏色(例如較深/較淺的變體)是從這種顏色派生的。


int interface/theme/base_spacing 🔗

The base spacing used by various GUI elements in the editor (in pixels). See also interface/theme/spacing_preset.


int interface/theme/border_size 🔗

介面元素的邊框大小(單位為圖元)。


String interface/theme/color_preset 🔗

The editor color preset to use.


float interface/theme/contrast 🔗

The contrast factor to use when deriving the editor theme's base color (see interface/theme/base_color). When using positive values, the derived colors will be darker than the base color. This contrast factor can be set to a negative value, which will make the derived colors brighter than the base color. Negative contrast rates often look better for light themes.


int interface/theme/corner_radius 🔗

介面元素的圓角半徑(單位為圖元)。0 則為正方形。


String interface/theme/custom_theme 🔗

用於編輯器的自訂主題資源。必須是 .tres.res 格式的 Godot 主題資源。


bool interface/theme/draw_extra_borders 🔗

如果 true,則在編輯器中的互動式 UI 元素周圍繪製額外的邊框。使用Black (OLED)主題預設時該項會自動啟用,因為該主題預設使用全黑背景。


int interface/theme/draw_relationship_lines 🔗

What relationship lines to draw in the editor's Tree-based GUIs (such as the Scene tree dock).

  • None will make it so that no relationship lines are drawn.

  • Selected Only will only draw them for selected items.

  • All will always draw them for all items.


bool interface/theme/follow_system_theme 🔗

If true, the editor theme preset will attempt to automatically match the system theme.


int interface/theme/icon_and_font_color 🔗

The icon and font color scheme to use in the editor.

  • Auto determines the color scheme to use automatically based on interface/theme/base_color.

  • Dark makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following the set of rules defined in this file.

  • Light makes fonts and icons light (suitable for dark themes).


float interface/theme/icon_saturation 🔗

用於編輯器圖示的飽和度。值越高,顏色越鮮豔。

注意:在 Godot 4.0 及更高版本中,預設編輯器圖示飽和度增加了 30%。要恢複為 Godot 3.x 的圖示飽和度,請將 interface/theme/icon_saturation 設置為 0.77


float interface/theme/relationship_line_opacity 🔗

在編輯器的基於 Tree 的 GUI(例如場景樹停靠欄)中,繪製關係線時使用的不透明度。


String interface/theme/spacing_preset 🔗

The editor theme spacing preset to use. See also interface/theme/base_spacing and interface/theme/additional_spacing.


String interface/theme/style 🔗

The editor theme style to use.


bool interface/theme/use_monospace_font_for_editor_symbols 🔗

If true, use the monospace font for some labels in the editor that display code symbols, such as signals, properties, and methods.


bool interface/theme/use_system_accent_color 🔗

If true, set accent color based on system settings.

Note: This setting is effective on Windows, macOS, Linux, and Android.


bool interface/touchscreen/enable_long_press_as_right_click 🔗

如果為 true,長按觸控式螢幕被視為右鍵點擊。

注意:在觸控式螢幕裝置上預設為 true


bool interface/touchscreen/enable_pan_and_scale_gestures 🔗

如果為 true,則在觸控式螢幕裝置上啟用兩指平移和縮放手勢。

注意:在觸控式螢幕裝置上預設為 true


bool interface/touchscreen/enable_touch_optimizations 🔗

If true, increases the scrollbar touch area, enables a larger dragger for split containers, and increases PopupMenu vertical separation to improve usability on touchscreen devices.

Note: Defaults to true on touchscreen devices.


bool interface/touchscreen/haptic_on_long_press 🔗

If true, the device will vibrate when a long-press gesture triggers a right-click context menu in the editor.

Note: Only has an effect on devices with haptic feedback hardware. Defaults to true on touchscreen devices.


float interface/touchscreen/scale_gizmo_handles 🔗

指定為了在提高觸控式螢幕裝置的可用性而對編輯器小工具手柄套用的縮放乘數。

注意:在非觸控式螢幕裝置上預設為 1


int interface/touchscreen/touch_actions_panel 🔗

A touch-friendly panel that provides easy access to common actions such as save, delete, undo, and redo without requiring a keyboard.

Note: Only available in the Android and XR editor.


int network/connection/check_for_updates 🔗

Specifies how the engine should check for updates.

  • Disable Update Checks will block the engine from checking updates (see also network/connection/network_mode).

  • Auto (default) will check for newest stable or unstable version, depending on which version are you currently using. Switch to another option if you want to lock in.

  • Check Newest Preview will check for the newest available development snapshot.

  • Check Newest Stable will check for the newest available stable version.

  • Check Newest Patch will check for the latest available stable version, but only within the same minor version. E.g. if your version is 4.3.stable, you will be notified about 4.3.1.stable, but not 4.4.stable.

All update modes will ignore builds with different major versions (e.g. Godot 4 -> Godot 5).


int network/connection/network_mode 🔗

Determines whether online features, such as the Asset Store or update checks, are enabled in the editor. If this is a privacy concern, disabling these online features prevents the editor from making HTTP requests to the Godot website or third-party platforms hosting assets from the Asset Store.

Editor plugins and tool scripts are recommended to follow this setting. However, Godot can't prevent them from violating this rule.


String network/debug/remote_host 🔗

The address to listen to when starting the remote debugger. This can be set to this device's local IP address to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from localhost).


int network/debug/remote_port 🔗

啟動遠端除錯器時要監聽的埠。如果配置的數位已被另一個套用程式佔用,Godot 將嘗試使用高於該配置數位的埠號。


String network/http_proxy/host 🔗

The host to use to contact the HTTP and HTTPS proxy in the editor (for the asset store and export template downloads). See also network/http_proxy/port.

Note: Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.


int network/http_proxy/port 🔗

The port number to use to contact the HTTP and HTTPS proxy in the editor (for the asset store and export template downloads). See also network/http_proxy/host.

Note: Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.


bool network/language_server/enable_smart_resolve 🔗

If true the language server will try to provide additional results when resolving symbols at the cost of showing wrong results. All symbols in the project are checked and resolved just based on their name, without taking context into account.

func untyped(param):
    param.print() # Will resolve to the global print method for e.g. hover hints.

When using static typing it is recommended to disable this setting, since it will mostly add false positives for typed code.

Note: This setting also influences how symbols are resolved when using renaming capabilities.

Note: The default value of this setting might change in future versions.


int network/language_server/poll_limit_usec 🔗

The upper limit of time, that the language server spends for IO each poll.


String network/language_server/remote_host 🔗

The host used to listen for language server clients.


int network/language_server/remote_port 🔗

The port used to listen for language server clients.

Note: A port configured with command-line options will take priority over this setting: --lsp-port <port>.


bool network/language_server/show_native_symbols_in_editor 🔗

The declaration of native symbols can't be resolved to a position in the file system. If true the language server will instead open the documentation for native symbols in the editor.

Note: The VSCode plugin adds additional functionality which allows viewing Godot documentation directly in VSCode, so this option is usually not needed in VSCode.


bool network/language_server/use_thread 🔗

If true the language server will run in a separate thread, if false it will run on the main thread.


String network/tls/editor_tls_certificates 🔗

The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the Asset Store tab). If left empty, the included Mozilla certificate bundle will be used.


bool network/tls/enable_tls_v1.3 🔗

If true, enable TLSv1.3 negotiation.

Note: Only supported when using Mbed TLS 3.0 or later (Linux distribution packages may be compiled against older system Mbed TLS packages), otherwise the maximum supported TLS version is always TLSv1.2.


String project_manager/default_renderer 🔗

建立新專案時預設勾選的算繪器型別。可接受的字串是“forward_plus”、“mobile”、或“gl_compatibility”。


int project_manager/directory_naming_convention 🔗

Directory naming convention for the project manager. Options are "No Convention" (project name is directory name), "kebab-case" (default), "snake_case", "camelCase", "PascalCase", or "Title Case".


int project_manager/sorting_order 🔗

在專案管理器中使用的排序順序。在專案管理器中更改排序順序時,該設定將在編輯器設定中被永久設定。


bool run/auto_save/save_before_running 🔗

如果為 true,則在運作遊戲專案之前會自動保存所有場景和腳本。將該項設定為 false 可防止編輯器在沒有更改的情況下保存,這可以稍微加快該遊戲專案的啟動速度,但它可以運作帶有未保存的更改的遊戲專案。(未保存的更改在正在運作的專案中將不可見。)


int run/bottom_panel/action_on_play 🔗

The action to execute on the bottom panel when running the project.

Note: This option won't do anything if the bottom panel switching is locked using the pin button in the corner of the bottom panel.


int run/bottom_panel/action_on_stop 🔗

The action to execute on the bottom panel when stopping the project.

Note: This option won't do anything if the bottom panel switching is locked using the pin button in the corner of the bottom panel.


bool run/output/always_clear_output_on_play 🔗

如果為 true,則編輯器會在運作遊戲專案時清空“輸出”面板。


int run/output/font_size 🔗

The size of the font in the Output panel at the bottom of the editor. This setting does not impact the font size of the script editor (see interface/editor/fonts/code_font_size).


int run/output/max_lines 🔗

Maximum number of lines to show at any one time in the Output panel.


bool run/platforms/linuxbsd/prefer_wayland 🔗

If true, on Linux/BSD, the editor will check for Wayland first instead of X11 (if available).


int run/window_placement/android_window 🔗

Specifies how the Play window is launched relative to the Android editor.

  • Auto (based on screen size) (default) will automatically choose how to launch the Play window based on the device and screen metrics. Defaults to Same as Editor on phones and Side-by-side with Editor on tablets.

  • Same as Editor will launch the Play window in the same window as the Editor.

  • Side-by-side with Editor will launch the Play window side-by-side with the Editor window.

Note: Only available in the Android editor.


int run/window_placement/game_embed_mode 🔗

Overrides game embedding setting for all newly opened projects. If enabled, game embedding settings are not saved.


int run/window_placement/rect 🔗

The window mode to use to display the project when starting the project from the editor.

Note: Game embedding is not available for "Force Maximized" or "Force Fullscreen".


Vector2 run/window_placement/rect_custom_position 🔗

從編輯器啟動遊戲專案時,使用的自訂位置(相對於左上角,單位為圖元)。僅當 run/window_placement/rect 設定為 Custom Position 時才有效。


int run/window_placement/screen 🔗

從編輯器啟動遊戲專案時,用於顯示該遊戲專案的顯示幕。


如果為 true ,則文字游標按照 text_editor/appearance/caret/caret_blink_interval 來閃爍。如果長時間使用腳本編輯器,禁用這個設定可以改善筆記型電腦的電池壽命,因為可以減少編輯器需要重繪的頻率。


文字游標閃爍的時間間隔(單位為秒)。另見 text_editor/appearance/caret/caret_blink


bool text_editor/appearance/caret/highlight_all_occurrences 🔗

如果為 true,則在腳本編輯器中高亮顯示目前所選文字的所有配對項。另請參閱 text_editor/theme/highlighting/word_highlighted_color


bool text_editor/appearance/caret/highlight_current_line 🔗

如果為 true,則使用 text_editor/theme/highlighting/current_line_color 為文字游標目前所在行的背景著色。


int text_editor/appearance/caret/type 🔗

在腳本編輯器中使用的文字游標的形狀。Line 會在目前字元的左側顯示一條垂直線,而 Block 會在目前字元上方顯示一個輪廓。


bool text_editor/appearance/drag_and_drop_info/show_drag_and_drop_info 🔗

If true, shows an info label listing available drop options when dragging an object into the script text editor.


bool text_editor/appearance/enable_inline_color_picker 🔗

If true, displays a colored button before any Color constructor in the script editor. Clicking on them allows the color to be modified through a color picker.


int text_editor/appearance/guidelines/line_length_guideline_hard_column 🔗

在哪列將細線顯示為腳本的行長輔助線。這通常應該大於 text_editor/appearance/guidelines/line_length_guideline_soft_column


int text_editor/appearance/guidelines/line_length_guideline_soft_column 🔗

在哪行將一條非常細的線顯示為腳本的行長輔助線。這通常應該低於 text_editor/appearance/guidelines/line_length_guideline_hard_column


bool text_editor/appearance/guidelines/show_line_length_guidelines 🔗

如果為 true,則顯示行長度輔助線以説明控制行的長度。另請參閱 text_editor/appearance/guidelines/line_length_guideline_soft_columntext_editor/appearance/guidelines/line_length_guideline_hard_column


bool text_editor/appearance/gutters/highlight_type_safe_lines 🔗

如果為 true,則通過使用 text_editor/theme/highlighting/safe_line_number_color 而不是 text_editor/theme/highlighting/line_number_color,來顯示行號顏色以突出顯示型別安全行。型別安全行是指所有變量的型別在編譯時已知的程式碼行。由於型別化的指令,這些型別安全的行可能會運作得更快。


bool text_editor/appearance/gutters/line_numbers_zero_padded 🔗

如果為 true,則顯示的行號使用零填充(例如 7 會變成 007)。


bool text_editor/appearance/gutters/show_info_gutter 🔗

如果為 true,則會在左側顯示一個裝訂線,為存在訊號連接和覆蓋方法的方法顯示圖示。


bool text_editor/appearance/gutters/show_line_numbers 🔗

如果為 true,則會在左側的裝訂線中顯示行號。


int text_editor/appearance/lines/autowrap_mode 🔗

如果 text_editor/appearance/lines/word_wrap 設定為 1,則設定文字換行模式。每種模式的行為見 AutowrapMode


bool text_editor/appearance/lines/code_folding 🔗

如果為 true,則顯示縮進的程式碼小節旁邊的折疊箭頭,並允許程式碼折疊。如果為 false,則隱藏縮進的程式碼小節旁邊的折疊箭頭,並禁止程式碼折疊。


int text_editor/appearance/lines/word_wrap 🔗

如果為 true,則將長行換成多行以避免水平滾動。這是一個僅顯示的功能;它實際上並沒有在腳本中插入分行符號。


int text_editor/appearance/minimap/minimap_width 🔗

腳本編輯器中小地圖的寬度(單位為圖元)。


bool text_editor/appearance/minimap/show_minimap 🔗

如果為 true,則在捲軸附近繪製腳本概覽。小地圖可以被左鍵點擊,以“絕對”的方式直接滾動到某個位置。


bool text_editor/appearance/whitespace/draw_spaces 🔗

如果為 true,則會將空格字元繪製為居中的點。


bool text_editor/appearance/whitespace/draw_tabs 🔗

如果為 true,則會將定位字元繪製為人字形。


int text_editor/appearance/whitespace/line_spacing 🔗

The space to add between lines (in pixels). Greater line spacing can help improve readability at the cost of displaying fewer lines on screen. Negative values allow for even more compact text, but may look broken with certain fonts.


bool text_editor/behavior/documentation/enable_tooltips 🔗

If true, documentation tooltips will appear when hovering over a symbol.


bool text_editor/behavior/files/auto_reload_and_parse_scripts_on_save 🔗

If true, tool scripts will be automatically soft-reloaded after they are saved.


bool text_editor/behavior/files/auto_reload_scripts_on_external_change 🔗

If true, automatically reloads scripts and text-based shaders in the editor when they have been modified and saved by external editors or tools and the editor regains focus. External changes can be discarded by using the Undo function after they've been loaded in the editor.

If false, a file conflict dialog will always be displayed when the editor regains focus. This dialog allows you to choose whether to keep local changes or discard them.

Note: Even when this setting is true, a file conflict dialog is still displayed in certain situations. For instance, it will display when the script editor has unsaved changes that the external editor did not account for.


int text_editor/behavior/files/autosave_interval_secs 🔗

如果設定為大於 0 的值,則按照指定的時間間隔(以秒為單位)會自動保存目前腳本。這可用於防止編輯器當機時的資料丟失。


bool text_editor/behavior/files/convert_indent_on_save 🔗

如果為 true,則在保存腳本時轉換縮進,以配對腳本編輯器的縮進設置。另見 text_editor/behavior/indent/type


bool text_editor/behavior/files/drop_preload_resources_as_uid 🔗

If true, when dropping a Resource file to script editor while Ctrl is held, the resource will be preloaded with a UID. If false, the resource will be preloaded with a path.

When you hold Ctrl+Shift, the behavior is reversed.


bool text_editor/behavior/files/open_dominant_script_on_scene_change 🔗

If true, opening a scene automatically opens the script attached to the root node, or the topmost node if the root has no script.


bool text_editor/behavior/files/restore_scripts_on_load 🔗

如果為 true,則在給定專案上重新打開編輯器時,重新打開在上次會話中打開的腳本。


bool text_editor/behavior/files/trim_final_newlines_on_save 🔗

If true, trims all empty newlines after the final newline when saving a script. Final newlines refer to the empty newlines found at the end of files. Since these serve no practical purpose, they can and should be removed to make version control diffs less noisy.


bool text_editor/behavior/files/trim_trailing_whitespace_on_save 🔗

如果為 true,則在保存腳本時修剪尾隨空格。尾隨空格是指放置在行尾的定位字元和空格字元。由於這些沒有任何實際用途,因此可以並且應該將其移除,以減少版本控制差異的干擾。


bool text_editor/behavior/general/empty_selection_clipboard 🔗

If true, copying or cutting without a selection is performed on all lines with a caret. Otherwise, copy and cut require a selection.


bool text_editor/behavior/indent/auto_indent 🔗

如果為 true,則在按 Enter 鍵時,將根據新行上方的程式碼塊,自動縮程序式碼。


bool text_editor/behavior/indent/indent_wrapped_lines 🔗

If true, all wrapped lines are indented to the same amount as the unwrapped line.


int text_editor/behavior/indent/size 🔗

使用定位字元縮進時,確定每個定位字元的長度。使用空格縮進時,確定按下 Tab 和執行自動縮進時,插入了多少空格。


int text_editor/behavior/indent/type 🔗

要使用的縮進風格(定位字元或空格)。

注意:GDScript 風格指南建議使用定位字元進行縮進。建議僅當需要處理目前使用空格進行縮進的遊戲專案時,才更改這項設定。


String text_editor/behavior/navigation/custom_word_separators 🔗

The characters to consider as word delimiters if text_editor/behavior/navigation/use_custom_word_separators is true. This is in addition to default characters if text_editor/behavior/navigation/use_default_word_separators is true. The characters should be defined without separation, for example _♥=.


bool text_editor/behavior/navigation/drag_and_drop_selection 🔗

如果為 true,則允許在腳本編輯器中拖放文字以移動文字。如果發現不小心在腳本編輯器中拖放了文字,請禁用該項。


bool text_editor/behavior/navigation/move_caret_on_right_click 🔗

如果為 true,則在腳本編輯器中右鍵點擊某處時,文字游標將被移動(像左鍵點擊或中鍵點擊時一樣)。如果為 false,文字游標只會在左鍵點擊或中鍵點擊某個位置時移動。


bool text_editor/behavior/navigation/open_script_when_connecting_signal_to_existing_method 🔗

If true, opens the script editor when connecting a signal to an existing script method from the Signals dock.


bool text_editor/behavior/navigation/scroll_past_end_of_file 🔗

如果為 true,則允許滾動越過檔的末尾。


bool text_editor/behavior/navigation/smooth_scrolling 🔗

If true, enables a smooth scrolling animation when using the mouse wheel to scroll. See text_editor/behavior/navigation/v_scroll_speed for the speed of this animation.

Note: text_editor/behavior/navigation/smooth_scrolling currently behaves poorly in projects where ProjectSettings.physics/common/physics_ticks_per_second has been increased significantly from its default value (60). In this case, it is recommended to disable this setting.


bool text_editor/behavior/navigation/stay_in_script_editor_on_node_selected 🔗

如果為 true,則在場景樹面板中選擇節點時,可防止自動在腳本和 2D/3D 螢幕之間切換。


bool text_editor/behavior/navigation/use_custom_word_separators 🔗

If true, uses the characters in text_editor/behavior/navigation/custom_word_separators as word separators for word navigation and operations. This is in addition to the default characters if text_editor/behavior/navigation/use_default_word_separators is also enabled. Word navigation and operations include double-clicking on a word or holding Ctrl (Cmd on macOS) while pressing left, right, backspace, or delete.


bool text_editor/behavior/navigation/use_default_word_separators 🔗

If true, uses the characters in `!"#$%&'()*+,-./:;<=>?@[\]^`{|}~, the Unicode General Punctuation table, and the Unicode CJK Punctuation table as word separators for word navigation and operations. If false, a subset of these characters are used and does not include the characters <>$~^=+|. This is in addition to custom characters if text_editor/behavior/navigation/use_custom_word_separators is also enabled. These characters are used to determine where a word stops. Word navigation and operations include double-clicking on a word or holding Ctrl (Cmd on macOS) while pressing left, right, backspace, or delete.


int text_editor/behavior/navigation/v_scroll_speed 🔗

The speed of scrolling in lines per second when text_editor/behavior/navigation/smooth_scrolling is true. Higher values make the script scroll by faster when using the mouse wheel.

Note: You can hold down Alt while using the mouse wheel to temporarily scroll 5 times faster.


bool text_editor/completion/add_node_path_literals 🔗

If true, uses NodePath instead of String when appropriate for code autocompletion or for drag and dropping object properties into the script editor.


bool text_editor/completion/add_string_name_literals 🔗

If true, uses StringName instead of String when appropriate for code autocompletion.


bool text_editor/completion/add_type_hints 🔗

If true, automatically adds GDScript static typing (such as -> void and : int) in many situations where it's possible to, including when:

  • Accepting a suggestion from code autocompletion;

  • Creating a new script from a template;

  • Connecting signals from the Signals dock;

  • Creating variables prefixed with @GDScript.@onready, by dropping nodes from the Scene dock into the script editor while holding Ctrl.


bool text_editor/completion/auto_brace_complete 🔗

If true, automatically inserts the matching closing brace when the opening brace is inserted by typing or autocompletion. Also automatically removes the closing brace when pressing Backspace on the opening brace. This includes brackets ((), [], {}), string quotation marks ('', ""), and comments (/**/) if the language supports it.


float text_editor/completion/code_complete_delay 🔗

使用者停止輸入後,應顯示自動補全建議的延遲時間(以秒為單位)。


bool text_editor/completion/code_complete_enabled 🔗

If true, code completion will be triggered automatically after text_editor/completion/code_complete_delay. Even if false, code completion can be triggered manually with the ui_text_completion_query action (by default Ctrl + Space or Cmd + Space on macOS).


bool text_editor/completion/colorize_suggestions 🔗

如果 true 啟用自動完成建議中某些專案的著色,例如向量分量。


bool text_editor/completion/complete_file_paths 🔗

如果為 true,則在 load()preload() 等方法中,為檔路徑提供自動補全建議。


float text_editor/completion/idle_parse_delay 🔗

使用者停止輸入後,腳本編輯器應檢查錯誤的延遲時間(以秒為單位)。


float text_editor/completion/idle_parse_delay_with_errors_found 🔗

The delay used instead of text_editor/completion/idle_parse_delay, when the parser has found errors. A lower value should feel more responsive while fixing code, but may cause notable stuttering and increase CPU usage.


bool text_editor/completion/put_callhint_tooltip_below_current_line 🔗

如果為 true,除非目前行下方的螢幕上沒有空間,否則程式碼補全工具提示,將出現在目前行下方。如果為 false,則程式碼補全工具提示,將出現在目前行上方。


bool text_editor/completion/use_single_quotes 🔗

如果為 true,則執行帶單引號的字串自動補全。如果為 false,則執行帶雙引號的字串自動補全(則與 GDScript 風格指南一致)。


String text_editor/external/exec_flags 🔗

The command-line arguments to pass to the external text editor that is run when text_editor/external/use_external_editor is true. See also text_editor/external/exec_path.


String text_editor/external/exec_path 🔗

The path to the text editor executable used to edit text files if text_editor/external/use_external_editor is true.


bool text_editor/external/use_external_editor 🔗

If true, uses an external editor instead of the built-in Script Editor. See also text_editor/external/exec_path and text_editor/external/exec_flags.


int text_editor/help/class_reference_examples 🔗

控制應在編輯器説明中顯示哪些多行程式碼塊。該設定不會影響編輯器幫助中的單行程式碼文字。


int text_editor/help/help_font_size 🔗

編輯器幫助(內建類參考)的字形大小。


int text_editor/help/help_source_font_size 🔗

編輯器幫助(內建類參考)中範例程式碼的字形大小。


int text_editor/help/help_title_font_size 🔗

編輯器幫助(內建類參考)中標題的字形大小。


bool text_editor/help/show_help_index 🔗

如果為 true,則在編輯器説明的左側顯示目錄(編輯腳本時出現成員概覽的位置)。


bool text_editor/help/sort_functions_alphabetically 🔗

If true, the script's method list in the Script Editor is sorted alphabetically.


bool text_editor/script_list/group_help_pages 🔗

If true, class reference pages are grouped together at the bottom of the Script Editor's script list.


bool text_editor/script_list/highlight_scene_scripts 🔗

If true, the scripts that are used by the current scene are highlighted in the Script Editor's script list.


int text_editor/script_list/list_script_names_as 🔗

Specifies how script paths should be displayed in Script Editor's script list. If using the "Name" option and some scripts share the same file name, more parts of their paths are revealed to avoid conflicts.


bool text_editor/script_list/script_temperature_enabled 🔗

If true, the names of recently opened scripts in the Script Editor are highlighted with the accent color, with its intensity based on how recently they were opened.


int text_editor/script_list/script_temperature_history_size 🔗

How many script names can be highlighted at most, if text_editor/script_list/script_temperature_enabled is true. Scripts older than this value use the default font color.


bool text_editor/script_list/show_members_overview 🔗

If true, displays an overview of the current script's member functions at the left of the script editor. See also text_editor/script_list/sort_members_outline_alphabetically.


bool text_editor/script_list/sort_members_outline_alphabetically 🔗

如果為 true,則使用字母順序,對成員大綱(位於腳本編輯器的左側)進行排序。如果為 false,則根據在腳本中找到成員的順序,對成員大綱進行排序。

注意:僅當 text_editor/script_list/show_members_overviewtrue 時有效。


int text_editor/script_list/sort_scripts_by 🔗

Specifies sorting used for Script Editor's open script list.


String text_editor/theme/color_theme 🔗

腳本編輯器中,使用的語法主題。

可以使用腳本編輯器頂部的檔 > 主題 > 另存為...,從目前設定中保存自己的語法主題。然後,語法主題將在本地顏色主題列表中可用。

可以在 godot-syntax-themes 儲存庫中,找到要安裝的其他語法主題。


Color text_editor/theme/highlighting/background_color 🔗

腳本編輯器中,背景的顏色。如果設定為半透明的顏色,會透出後面的編輯器主題的基礎色。


Color text_editor/theme/highlighting/base_type_color 🔗

腳本編輯器中,基礎型別的顏色(用於 Vector2Vector3Color 等型別)。


Color text_editor/theme/highlighting/bookmark_color 🔗

腳本編輯器中,書簽圖示的顏色(在裝訂線中顯示)。


Color text_editor/theme/highlighting/brace_mismatch_color 🔗

腳本編輯器中,括弧不配對的顏色。當文字游標位於不配對的大括弧、圓括號或方括號字元上時使用。


Color text_editor/theme/highlighting/breakpoint_color 🔗

腳本編輯器中,中斷點圖示的顏色(在裝訂線中顯示)。


Color text_editor/theme/highlighting/caret_background_color 🔗

腳本編輯器中,文字游標的背景色。

注意:該設定無效,因為目前未使用。


Color text_editor/theme/highlighting/caret_color 🔗

腳本編輯器中,文字游標的顏色。


Color text_editor/theme/highlighting/code_folding_color 🔗

腳本編輯器中,程式碼折疊圖示的顏色(在裝訂線中顯示)。


Color text_editor/theme/highlighting/comment_color 🔗

腳本編輯器中,注釋的顏色。

注意:在 GDScript 中,與 Python 不同,多行字串不被視為注釋,而是使用字串高亮顯示顏色。


Color text_editor/theme/highlighting/comment_markers/critical_color 🔗

The script editor's critical comment marker text color. These markers are determined by text_editor/theme/highlighting/comment_markers/critical_list.


String text_editor/theme/highlighting/comment_markers/critical_list 🔗

A comma-separated list of case-sensitive words to highlight in comments. The text will be highlighted in the script editor with the text_editor/theme/highlighting/comment_markers/critical_color color. These must not include spaces or symbols or they will not be highlighted.

Note: This is only implemented in the GDScript syntax highlighter.


Color text_editor/theme/highlighting/comment_markers/notice_color 🔗

The script editor's notice comment marker text color. These markers are determined by text_editor/theme/highlighting/comment_markers/notice_list.


String text_editor/theme/highlighting/comment_markers/notice_list 🔗

A comma-separated list of case-sensitive words to highlight in comments. The text will be highlighted in the script editor with the text_editor/theme/highlighting/comment_markers/notice_color color. These must not include spaces or symbols or they will not be highlighted.

Note: This is only implemented in the GDScript syntax highlighter.


Color text_editor/theme/highlighting/comment_markers/warning_color 🔗

The script editor's warning comment marker text color. These markers are determined by text_editor/theme/highlighting/comment_markers/warning_list.


String text_editor/theme/highlighting/comment_markers/warning_list 🔗

A comma-separated list of case-sensitive words to highlight in comments. The text will be highlighted in the script editor with the text_editor/theme/highlighting/comment_markers/warning_color color. These must not include spaces or symbols or they will not be highlighted.

Note: This is only implemented in the GDScript syntax highlighter.


Color text_editor/theme/highlighting/completion_background_color 🔗

腳本編輯器中,自動補全框的背景色。


Color text_editor/theme/highlighting/completion_existing_color 🔗

腳本編輯器中,自動補全框的背景顏色,用於高亮顯示補全結果中的現有字元。這應該是半透明的顏色,以便在後面可以看到 text_editor/theme/highlighting/completion_selected_color


Color text_editor/theme/highlighting/completion_font_color 🔗

腳本編輯器中,自動補全框的文字顏色。


Color text_editor/theme/highlighting/completion_scroll_color 🔗

腳本編輯器中,自動補全框的捲軸顏色。


Color text_editor/theme/highlighting/completion_scroll_hovered_color 🔗

腳本編輯器中,自動補全框的捲軸被滑鼠懸停或按下時的顏色。


Color text_editor/theme/highlighting/completion_selected_color 🔗

腳本編輯器中,自動補全框的目前選中行的背景色。


Color text_editor/theme/highlighting/control_flow_keyword_color 🔗

腳本編輯器中,控制流關鍵字的顏色(用於 ifforreturn 等關鍵字)。


Color text_editor/theme/highlighting/current_line_color 🔗

腳本編輯器中,文字游標目前所在行的背景色。這應該被設定為半透明顏色,以便它可以顯示在其他的行顏色修飾之上,例如 text_editor/theme/highlighting/mark_color


Color text_editor/theme/highlighting/doc_comment_color 🔗

The script editor's documentation comment color. In GDScript, this is used for comments starting with ##. In C#, this is used for comments starting with /// or /**.


Color text_editor/theme/highlighting/engine_type_color 🔗

The script editor's engine type color (Object, Mesh, Node, ...).


Color text_editor/theme/highlighting/executing_line_color 🔗

腳本編輯器中,除錯器執行行圖示(顯示在裝訂線中)的顏色。


Color text_editor/theme/highlighting/folded_code_region_color 🔗

腳本編輯器中,搜索結果的背景色。


Color text_editor/theme/highlighting/function_color 🔗

The script editor's function call color.

Note: When using the GDScript syntax highlighter, this is only used when calling some functions since function definitions and global functions have their own colors text_editor/theme/highlighting/gdscript/function_definition_color and text_editor/theme/highlighting/gdscript/global_function_color.


Color text_editor/theme/highlighting/gdscript/annotation_color 🔗

The GDScript syntax highlighter text color for annotations (e.g. @export).


Color text_editor/theme/highlighting/gdscript/function_definition_color 🔗

The GDScript syntax highlighter text color for function definitions (e.g. the _ready in func _ready():).


Color text_editor/theme/highlighting/gdscript/global_function_color 🔗

The GDScript syntax highlighter text color for global functions, such as the ones in @GlobalScope (e.g. preload()).


Color text_editor/theme/highlighting/gdscript/node_path_color 🔗

The GDScript syntax highlighter text color for NodePath literals (e.g. ^"position:x").


Color text_editor/theme/highlighting/gdscript/node_reference_color 🔗

The GDScript syntax highlighter text color for node reference literals (e.g. $"Sprite" and %"Sprite"]).


Color text_editor/theme/highlighting/gdscript/string_name_color 🔗

The GDScript syntax highlighter text color for StringName literals (e.g. &"example").


Color text_editor/theme/highlighting/keyword_color 🔗

腳本編輯器中,非控制流關鍵字的顏色(用於關鍵字,如 varfuncextends、...)。


Color text_editor/theme/highlighting/line_length_guideline_color 🔗

腳本編輯器中,行長輔助線的顏色。“硬”行長輔助線將使用該顏色繪製,而“軟”行長參考線將使用其一半的不透明度繪製。


Color text_editor/theme/highlighting/line_number_color 🔗

腳本編輯器中,行號的顏色。另請參閱 text_editor/theme/highlighting/safe_line_number_color


Color text_editor/theme/highlighting/mark_color 🔗

腳本編輯器中,有錯誤的行的背景顏色。這應該被設定為半透明顏色,以便它可以顯示在其他的行顏色修飾之上,例如 text_editor/theme/highlighting/current_line_color


Color text_editor/theme/highlighting/member_variable_color 🔗

腳本編輯器中,物件上成員變數(例如 self.some_property)的顏色。

注意:該顏色不用於區域變數的宣告和存取。


Color text_editor/theme/highlighting/number_color 🔗

腳本編輯器中,數位(整數和浮點數)的顏色。


Color text_editor/theme/highlighting/safe_line_number_color 🔗

腳本編輯器中,型別安全行號的顏色。另請參閱 text_editor/theme/highlighting/line_number_color

注意:僅當 text_editor/appearance/gutters/highlight_type_safe_linestrue 時才顯示。


Color text_editor/theme/highlighting/search_result_border_color 🔗

腳本編輯器中,搜索結果邊框的顏色。該邊框有助於進一步關注搜索結果。將該顏色的不透明度設定為 0 可禁用該邊框。


Color text_editor/theme/highlighting/search_result_color 🔗

腳本編輯器中,搜索結果的背景色。


Color text_editor/theme/highlighting/selection_color 🔗

腳本編輯器中,目前選中文字的背景色。


Color text_editor/theme/highlighting/string_color 🔗

腳本編輯器中,字串的顏色(單行和多行)。


Color text_editor/theme/highlighting/string_placeholder_color 🔗

The script editor's color for string placeholders, such as %s and {_}. Refer to the GDScript format strings documentation for more details.

Note: Only the default {_} placeholder patterns are highlighted for the String.format() method. Custom patterns still appear as plain strings.


Color text_editor/theme/highlighting/symbol_color 🔗

腳本編輯器中,運算子的顏色(( ) [ ] { } + - * / 等)。


Color text_editor/theme/highlighting/text_color 🔗

腳本編輯器中,所有語法高亮規則均未高亮顯示的文字的顏色。


Color text_editor/theme/highlighting/text_selected_color 🔗

腳本編輯器中,文字的背景顏色。這應該被設定為半透明顏色,以便它可以顯示在其他的行顏色修飾之上,例如 text_editor/theme/highlighting/current_line_color


Color text_editor/theme/highlighting/user_type_color 🔗

腳本編輯器中,使用者定義的型別(使用 class_name )的顏色。


Color text_editor/theme/highlighting/warning_color 🔗

The script editor's background color for lines with warnings. This should be set to a translucent color so that it can display on top of other line color modifiers such as text_editor/theme/highlighting/current_line_color.


Color text_editor/theme/highlighting/word_highlighted_color 🔗

腳本編輯器中,通過選擇單詞而高亮顯示的顏色。僅當 text_editor/appearance/caret/highlight_all_occurrencestrue 時可見。


String version_control/ssh_private_key_path 🔗

Path to private SSH key file for the editor's Version Control integration credentials.


String version_control/ssh_public_key_path 🔗

Path to public SSH key file for the editor's Version Control integration credentials.


String version_control/username 🔗

Default username for editor's Version Control integration.


方法說明

void add_property_info(info: Dictionary) 🔗

Adds a custom property info to a property. The dictionary must contain:

var settings = EditorInterface.get_editor_settings()
settings.set("category/property_name", 0)

var property_info = {
    "name": "category/property_name",
    "type": TYPE_INT,
    "hint": PROPERTY_HINT_ENUM,
    "hint_string": "one,two,three"
}

settings.add_property_info(property_info)

void add_shortcut(path: String, shortcut: Shortcut) 🔗

Adds a shortcut whose path is specified by path.

The path determines how the shortcut is organized and displayed in the editor's shortcut settings. The path format affects the display as follows:

  • "name" (no slash): Creates a category named name with the shortcut displayed as name.

  • "category/name" (single slash): Displays as name in the category section.

  • "category/name/extra" (multiple slashes): Extra path components are ignored, so this behaves the same as "category/name".

Note: Shortcuts are only saved to the editor settings if they differ from their original/default state. This means empty shortcuts that were originally empty will not persist between editor sessions and must be re-added. If a shortcut with the same path already exists, this method will update it with the new shortcut instead of creating a duplicate.

# Add a custom shortcut for a plugin action.
var my_shortcut = Shortcut.new()
var input_event = InputEventKey.new()
input_event.keycode = KEY_F5
input_event.ctrl_pressed = true
my_shortcut.events.append(input_event)

# This will appear under the "My Plugin" category as "Reload Data".
EditorInterface.get_editor_settings().add_shortcut("my_plugin/reload_data", my_shortcut)

# This will appear under the "Test Action" category as "Test Action".
EditorInterface.get_editor_settings().add_shortcut("test_action", my_shortcut)

bool check_changed_settings_in_group(setting_prefix: String) const 🔗

檢查已改變的設定中是否存在前綴為 setting_prefix 的設定項。另見 get_changed_settings()


void erase(property: String) 🔗

擦除名稱由 property 指定的設定項。


PackedStringArray get_changed_settings() const 🔗

獲取上次保存以來發生更改的設定項陣列。請注意,成功保存後內部會將 changed_settings 清空,所以一般最適合使用該方法的地方是在處理 NOTIFICATION_EDITOR_SETTINGS_CHANGED 時。


PackedStringArray get_favorites() const 🔗

返回該遊戲專案收藏的檔和目錄的列表。


Variant get_project_metadata(section: String, key: String, default: Variant = null) const 🔗

返回由 sectionkey 指定的特定於專案的中繼資料。如果該中繼資料不存在,則將返回 default。另見 set_project_metadata()


PackedStringArray get_recent_dirs() const 🔗

返回該遊戲專案在檔對話方塊中最近存取的資料夾的列表。


Variant get_setting(name: String) const 🔗

返回由 name 指定的設定項的值。等價於在 EditorSettings 實例上使用 Object.get()


Shortcut get_shortcut(path: String) const 🔗

Returns the shortcut specified by path. Tries to find a built-in action if no shortcut with the provided path is found in the shortcut list. If found, adds it to the list and returns it, otherwise returns null.


PackedStringArray get_shortcut_list() 🔗

Returns the list of stored shortcut paths.


bool has_setting(name: String) const 🔗

如果由 name 指定的設定項存在則返回 true,否則返回 false


bool has_shortcut(path: String) const 🔗

Returns true if the shortcut specified by path exists, false otherwise.


bool is_shortcut(path: String, event: InputEvent) const 🔗

Returns true if the shortcut specified by path matches the event specified by event, false otherwise.


void mark_setting_changed(setting: String) 🔗

將傳入的編輯器設定項標記為已更改,請參閱 get_changed_settings()。只有存在的設定(參見 has_setting())才會被接受。


void remove_shortcut(path: String) 🔗

Removes the shortcut specified by path.


void set_builtin_action_override(name: String, actions_list: Array[InputEvent]) 🔗

使用 actions_list 中定義的輸入動作,覆蓋內建的編輯器動作 name


void set_favorites(dirs: PackedStringArray) 🔗

設定該遊戲專案收藏的檔和目錄的列表。


void set_initial_value(name: StringName, value: Variant, update_current: bool) 🔗

Sets the initial value of the setting specified by name to value. This is used to provide a value for the Revert button in the Editor Settings. If update_current is true, the setting is reset to value as well.


void set_project_metadata(section: String, key: String, data: Variant) 🔗

設定由 sectionkeydata 指定的特定於專案的中繼資料。該中繼資料保存在專案檔案夾之外,因此不會加入到版本控制中。另見 get_project_metadata()


void set_recent_dirs(dirs: PackedStringArray) 🔗

設定該遊戲專案在檔對話方塊中最近存取的資料夾的列表。


void set_setting(name: String, value: Variant) 🔗

將由 name 指定的設定項設定為 value。等價於在 EditorSettings 實例上使用 Object.set()